View Full Version : guard mode wont work on archers
I cant get my archers to stay put when targetting units that are out of range. I put them in GM then order them to attack the unit when they come in range but they just toddle off down the hill and bugger up my formation. Am I doing somthing wrong ????????
ghostcamel
11-23-2004, 20:38
i cant make it work either, have to use fire at will until the enemy is well within range, then use manual target.
This adds a frustrating level of micromanagement at the most crucial point in battle, but we do what we can, sigh.....
Doug-Thompson
11-23-2004, 21:03
Your order to attack a specific unit over-rides guard's mode, which is nothing but an order to stay put. They can't fire at the targeted unit unless they move, so they move.
If you want them to stay put and fire at one specific target, you have to select a target that is in range. However, I believe that your foot archers will follow if the selected target moves out of range. The other option is to let them stay put and pick their own targets. There is no such thing as an order that says: "Fire at targeted unit only when it is within range. Accept no other targets."
This is not a bug. Archers in M:TW did the same thing.
Or use horse archers, which can fire on the move.
Your order to attack a specific unit over-rides guard's mode, which is nothing but an order to stay put. They can't fire at the targeted unit unless they move, so they move.
If you want them to stay put and fire at one specific target, you have to select a target that is in range. However, I believe that your foot archers will follow if the selected target moves out of range. The other option is to let them stay put and pick their own targets. There is no such thing as an order that says: "Fire at targeted unit only when it is within range. Accept no other targets."
This is not a bug. Archers in M:TW did the same thing.
Or use horse archers, which can fire on the move.
cheers DT at least I know it' not just me, But whats the piont of guard mode when a unit in position will stay put when not given orders to do otherwise.
desdichado
11-23-2004, 23:22
Fester,
I think with guard mode off, if you order the archers to shoot at a target within range but say off to one side, the entiure unit will turn to face the targeted unit which can sometimes leave the flank of your unit sitting out in front of your lines and generally makes a mess of your ranks.
In guard mode they will stay put and fire from their current position - it is generally a defensive mode that ensures your units keep position - not to stop them moving to attack if ordered.
ghostcamel
11-24-2004, 00:01
Hmmm... so leave guard mode on, but dont expect it to do, what i want it to do. Too bad, was hoping there was a way.
Was there a guard mode in STW?
Doug Thompson
This is not a bug. Archers in M:TW did the same thing
Not really, in MTW if you had archers in hold position targeting a unit they would not go running after that unit if it moved out of range.
Where the problem comes from is friendly fire your archers march into range and all in the meanwhile park in the middle of your elite units and shoot them up.
Also if you notice siege weapons by default are in guard mode. But you will notice that go running after enemies anyways. I think it is a missed feature as they meant for guard mode for missile units not to go running after targets.
What's the purpose of guard mode. Stops your units from breaking ranks and wrap the enemy so that they stay facing the same direction, Also it is meant for them not to go chasing after enemies.
Heres a good example, foot units will go march up to an enemy you tell them to engage but once they engage if the enemy runs away or pulls back they no longer pursue them.
So if guard mode stops a melee unit from pusuing should'nt also stop archers from doing the same thing.
Something is sadly wrong somewhere. The point in redirecting fire, or selecting targets at least for me is to prevent friendly fire. As enemy troops close, I'll redirect fire to farther away units. Ballista and archer units need to be watched carefully else they wipe out your own people, we all know that. But this next one really makes me shake my head.
I've seen onager units and ballista drag their machines through groups of archers and front line units already engaged in melee. So if there isn't a bug here, then there's a serious design issue that is inferior to MTW battles. Hold works in MTW, Defend in RTW does not.
desdichado
11-24-2004, 03:51
Something is sadly wrong somewhere. The point in redirecting fire, or selecting targets at least for me is to prevent friendly fire. As enemy troops close, I'll redirect fire to farther away units. Ballista and archer units need to be watched carefully else they wipe out your own people, we all know that. But this next one really makes me shake my head.
I've seen onager units and ballista drag their machines through groups of archers and front line units already engaged in melee. So if there isn't a bug here, then there's a serious design issue that is inferior to MTW battles. Hold works in MTW, Defend in RTW does not.
In MTW same thing happened with hold position iirc. You tell a missile unit (on hold) to shoot a target out of range and they would then move to within range. It is not inferior to MTW but the same. Guard mode does not prevent a unit moving if directed to attack a target that is currently out of range (MTW or RTW).
But yes, I agree missile troops trying to advance through a melee in front of them to shoot a target farther away is patently dumb.
ok here it how it works:
Archer: put guard mod on- tell them to shoot at Target- put fire at will on-> they wont follow if the target gets out of range but fire at closest.
Tricky part is to have an eye on them if they start fireing trough your own troops...
Siege engines are a real mess...
Watchman
11-24-2004, 13:42
Funny, I've never ran into this sort of trouble. But then I usually just leave the blighters on FaW, make sure they're far enough back not to shoot the melee units in the back, and micro as necessary.
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