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View Full Version : RTW: "The Phalanx, or; How To Kill Yourself, A Guide



Khorak
10-07-2004, 16:19
I understand some people get a great big knot in their knickers when historical accuracy :book: is thrown out the window. I know many people complain about RTW being about as historically accurate as a Hollywood WWII film about an event that involved no Americans.
So why the hell did we get lumbered with the ohhhh so wonderful 'feature' of phalaxes moving to the right during battle, in most cases faster than you can get the morons to move in formation normally? We've got Egyptians about a thousand years out of time, why the doody are my hoplites 'accurately' moving about the place when they should be standing there, poking to death anything that comes near them!? You can't defend a chokepoint ~:grouphug: like this. After 45 seconds you're not defending a gate anymore, you're looking at the stockade wall wondering where all the Hastati went. Hint; they're behind you! How many Greek cities were lost because the Romans walked through the gate as the Hoplites carried on fighting :duel: a few confused guys thirty meters down the road? I'll let you in on a secret. Thermopylae was never lost because of treachery. No. The Spartans actually did a fine job defending the pass until their entire formation mashed itself into the right side cliff face and was surrounded. This was a little embarassing so even the Persians allowed some revisionism to take place.

Is there any way to rid myself of this lunacy? With all due respect, I'd rather play in a world where it's faster to move Hoplites by issuing a move command rather than getting into a fight. :help:

I could cope with cavalry :charge: mowing down phalanx formations with frontal charges if I could just... make... them... actually... stop... moving... like... I... ORDERED!

Sinner
10-08-2004, 11:40
ROFL. :laugh4:

Oh my, that's a great first post, Khorak. ~D

Can't answer your question, although I suspect that it might be one of the hardcoded features like the Marius trigger.

DisruptorX
10-08-2004, 11:53
I have actually had cavalry break through a Phalanx on a street before because of that bullcrap.

Diagram:
^ = phalanx
*=infantry
#= enemy cavalry

My inital deployment:

|^^|
|^^|
|
|**|

Yes, that's four phalanx, here is what they did once the enemy hit:

|#^|
|#^|
|**|

Yes, the units on the left MERGED with those on the right, letting the enemy flank them. Fortunately, my infantry closed the gap and I was not lost. I knew that was going to happen, because before the battle even began I could see my phalanx guys walking towards the right in place! :furious3:

Khorak
10-08-2004, 15:41
It's the most enormously frustrating thing for me in this game. The mere image of a discliplined wall of pikes behind a gate and a bunch of stupid Romans to march into it makes me all happy. When I was playing as Scipii and set up a solid box of Principes around where the enemy was battering through, I was enormously happy with my own obvious tactical brilliance rivalling Alexander the Great himself :D (worked like a dream as well, three units of Principes handed 1400 Gauls their arses back to them on a platter).
I try that with my Phalanx, which is supposed to be the best defensive formation in pre-gunpowder combat, I get mashed because they make gaps by moving to the right! :dizzy2:

AFM984
10-08-2004, 15:44
I have tried attacking the enemy with my phalanx but the fools would not stay together in a single line formation like I ordered them, instead the left side would move before their fellows, even the units themselves don't remain in formation.
MY SUGGESTION IS USE THE PHALANX IN DEFENCE ONLY WITH THE "GAURD GROUND" ABILITY ON, & USE YOUR OTHER UNITS TO MANEUVER AROUND. :charge:

Also add light infantry and some spearmen on the flanks of your phalanx & to act as tactical hinge joints for your phalanx.

ANY SUGUSTIONS!!!!!!!!!! :dizzy2:

Khorak
10-08-2004, 16:04
A Phalanx will move right regardless of weather 'Guard' is on or off. There simply isn't any way to stop them. They will move.