View Full Version : Archery in M2 - Analysis from in-game testing
There is a lot of discussion about missile unit balancing - is it right? Does it need to be rebalanced? This thread (https://forums.totalwar.org/vb/showthread.php?t=74345) on longbows vs. crossbows is a good example of all the sentiment that gets whipped up around the issue. (That thread has gotten derailed into a debate over the real world of medieval armaments and history). Some people hold that the missile units are misbalanced. Some people hold that the missile units are not historically accurate. Some people cannot agree on what actually happened in history. Some other people have said that we will never really know for sure. I'm with Darkmoor Dragon who said about the other thread debating longbow vs. crossbow:
originally posted by Darkmoor Dragon
Frankly its all rather boring blather from people using google as their primary historical research tool whilst claiming some intimate and highly personalised version of historical facts that they actually dont have a clue about whatsoever. (And most of it is little more than broad sweeping statements infused with modern prejudices and hollywoodisms)
The ISSUE remains one of balancing a set of units in the game.
And in that respect the only pertinent information we require is how we believe the unit should perform IN THE GAME.
and
Should longbows have a higher rate of fire than any other bow unit IN THE FRIKKIN GAME? yes/no
Make a short list and get over trying to prove everybody else is an idiot and you a genius.
So back to the game. I undertook to battle test different missile units to try to understand the way archery works in the game. Let me say up front:
- I believe archery mechanics are pretty clear (results to follow).
- I believe that the game is not broken or out of balance.
- I believe that people who think it is broken or imbalanced are not playing the game to their best advantage, don't understand how it works, or have had an isolated experience in a battle that won't be repeated 9/10 times in identical circumstances.
- I believe these things because I tested and re-tested in game
Lets start with the argument about longbows vs. crossbows as that is a perfect place to illustrate my points:
Originally posted by Sonny WiFiHr
Pavise Xbows are better.2/3 rate fire with beter att/def stats.
I attack 1 PXbow Milanese with 2 longbow and my general save the longbowman from total destruction.
My englis troops act like they are from stone age not blodbath medieval.
Stonebow English good at harasing chicken
and
in the game, crossbowmen have about 2/3 the firing rate of longbowmen (wtf!). set up at max range, militia pavise crossbowmen will (most of the time) inflict more casualties on retinue longbowmen - even with their slightly slower rate of fire. when the retinue longbowmen run out of arrows the crossbowmen still have about a third of their arrows left, which they can use to inflict even more casualties. the only way the retinue longbowmen win is if they close to very close range and/or if they charge the crossbow militia. this is unrealistic.
For the record the Milanese have Pavise Crossbow Militia and Genoese Crossbowmen that are not militia units. I tested both because I wasn't clear which he meant.
Testing Scenario:
Single unit of each type, grassy plain, AI set to default (Medium)
Tests conducted until unit under testing depletes all missiles.
Figures represent the number of troops left alive at that time.
Took default units and varied experience plus 5 points
Repeated each test 10 times
Test Units:
English Longbowmen (No armor)
Missile Attack 6
Defence 4
Pavise Crossbow Militia (Mail Armor and Pavise)
Missile Attack 12
Defence 14
Genoese Crossbowmen (Brigandine Armor and Pavise)
Missile Attack 14
Defence 16
Results
LB = Longbowmen
PXBM = Pavise Crossbow Militia
GXB = Genoese Crossbow
+5 is added 5 experience points
+0 is added 0 experience points
Red = loss
Blue = win
numbers are Longbowmen/Crossbowmen alive after missile exchange
-------------Longbow vs Pavise Crossbow Militia ---------------Longbow vs Genoese Crossbow
--------LB +5/PXBM +0--LB +0/PXBM +0--LB +0/PXBM +5---LB +5/GXB +0--LB +0/GXB +0--LB +0/GXB +5
Test #
1-----------32/15----------22/29-----------28/40------------32/30----------19/35----------3/28
2-----------44/23----------42/35-----------15/41------------37/19----------35/29---------31/20
3-----------41/25----------43/34-----------32/30------------41/16----------34/26----------4/34
4-----------24/21----------31/34-----------10/36------------42/21----------22/37---------26/19
5-----------38/20----------41/27-----------12/31------------46/23----------30/30---------18/31
6-----------23/25----------38/30-----------19/39------------32/26----------26/35---------24/27
7-----------44/24----------42/31-----------16/28------------39/25----------32/35----------3/24
8-----------47/20----------27/29-----------25/30------------31/21----------28/35---------14/32
9-----------32/20----------38/25-----------30/35------------29/24----------27/37----------4/28
10----------43/25----------37/30-----------19/36------------34/25----------18/26---------14/22
Averages---37/22---------36/30-----------21/35-----------36/22----------27/32---------14/26
% alive--61%/36%----59%/49%------34%/57%-----60%/36%-----44%/53%----23%/43%
Observations during testing
All AI units quickly deploy in loose formation under missile fire
All missile units tested fire in volleys
Pavise Crossbow Militia discharge 24 bolts in the time it takes longbowmen to discharge 40 arrows
Genoese Crossbowmen discharge 28 to 31 bolts in time it takes longbowmen to discharge 40 arrows
Pavise Crossbow Militia stand at extreme range and trade fire with the longbowmen
Genoese Crossbowmen advance 1 to 3 times during the engagement approaching to very close range (looks less than 100 yards by scale) when they are winning (depleting opposing unit).
Analysis
Longbowmen appear on paper to be greatly disadvantaged in their stats compared with the crossbow units (missile attack 6/defence 4 compared with 12/14 and 14/16) but actually do fairly well. This is partly due to their greater rate of fire.
Unit experience is critical. If you look at Longbowmen (experience 0) vs. Pavise Crossbow Militia (experience 0) it is a pretty close balance with the longbow doing slightly better. Add 5 experience points to the crossbowmen and they kill almost twice as many longbowmen and win 9/10 engagements. Conversely add 5 experience points to the longbowmen and they win 9/10 engagements and kill substantially more crossbowmen.
Looking at the unit stats experience points translate into two things - melee bonus and defence skill bonus.
Longbowmen: Defence = 4 --> 6 with +5 experience (added 2 points to defence skill)
Pavise Crossbow Militia: Defence = 12 --> 14 with +5 experience (added 2 points to defence skill)
Genoese Crossbowmen: Defence = 14 --> 16 with +5 experience (added 2 points to defence skill)
The rate of fire of different crossbow units varies. There is a possibility that rate of fire increased with experience but I could not be sure as there was variation in all tests.
More Advanced Longbow Units
Originally posted by Sonny WiFiHr
Guy archers (Sherwood) can't beat pavise.
That is just not true
Testing Scenario:
Single unit of each type, grassy plain, AI set to default (Medium)
Tests conducted until unit under testing depletes all missiles.
Figures represent the number of troops left alive at that time.
Took default units and varied experience plus 5 points
Repeated each test 5 times (much less spread in results here)
Test Units:
Sherwood Archers (No armor)
Missile Attack 13
Defence 9 (defence skill)
Pavise Crossbow Militia (Mail Armor and Pavise)
Missile Attack 12
Defence 14
Genoese Crossbowmen (Brigandine Armor and Pavise)
Missile Attack 14
Defence 16
Results
SA = Sherwood Archers
PXBM = Pavise Crossbow Militia
GXB = Genoese Crossbow
+5 is added 5 experience points
+0 is added 0 experience points
Red = loss
Blue = win
numbers are Longbowmen/Crossbowmen alive after missile exchange
*** Note Unit Sizes: SA = 31, XB units 61***
------Sherwood Archers v Pavise Crossbow Militia ---Sherwood Archers v Genoese Crossbowmen
-----SA +5/PXBM +0--SA +0/PXBM +0--SA +0/PXBM +5---SA +5/GXB +0--SA +0/GXB +0--SA +0/GXB +5
Test
1--------26/24-----------26/30------------23/40-----------27/29------------27/45----------26/40
2--------26/31-----------26/42------------24/29-----------27/22------------30/42----------18/38
3--------28/24-----------24/37------------21/41-----------26/31------------29/35----------16/42
4--------30/24-----------27/40------------22/37-----------29/21------------25/38----------26/42
5--------28/23-----------28/40------------26/34-----------28/24------------27/41----------27/35
Averages-27/25----------26/38-----------23/36----------27/25-----------28/40----------23/37
% alive-90%/41%-----84%/62%-----74%/59%-----87%/41%------90%/66%----74%/61%
Observations during testing
All AI units quickly deploy in loose formation under missile fire
All missile units tested fire in volleys
Pavise Crossbow Militia discharge 18 to 20 bolts in the time it takes Sherwood Archers to discharge 38 arrows
Genoese Crossbowmen discharge 24 bolts in time it takes Sherwood Archers to discharge 38 arrows
Pavise Crossbow Militia stand at extreme range and trade fire with the longbowmen
Genoese Crossbowmen rarely advanced during the engagement with these stronger longbow archers but fought from extreme range.
Analysis
Sherwood Archers on paper appear to be slightly disadvantaged in their stats compared with the crossbow units (missile attack 13/defence 9 compared with 12/14 and 14/16) but actually dominate on the battlefield. Again this is partly due to their greater rate of fire.
Unit experience is less critical here but still has an impact.
Sherwood Archers: Defence = 9 --> 11 with +5 experience (added 2 points to defence skill)
Pavise Crossbow Militia: Defence = 12 --> 14 with +5 experience (added 2 points to defence skill)
Genoese Crossbowmen: Defence = 14 --> 16 with +5 experience (added 2 points to defence skill)
Conclusion - Longbowmen vs Crossbowmen
:clown: "Stonebow Milanese not good at harasing Sherwood Archers":clown:
I think that is clear evidence that plain longbowmen can hold their own against any crossbowmen.
If you train them up they win most of the time.
More advanced longbow units devastate even the best crossbowmen - it is unequivocal.
Importance of Experience
To further test the effects of unit experience I wanted to test two identical archer units against each other and vary experience. I did this with Peasant Archers
Testing Scenario:
Single unit of each type, grassy plain, AI set to default (Medium)
Tests conducted until unit under testing depletes all missiles.
Figures represent the number of troops left alive at that time.
Took default units and varied experience plus 5 points
Repeated each test 5 times (much less spread in results here)
Test Units:
Peasant Archers (No armor)
Missile Attack 5
Defence 1 (defence skill)
Results
PA = Peasant Archers
+5 is added 5 experience points
+0 is added 0 experience points
numbers are PA/PA alive after missile exchange
-----------PA +0 vs PA +0-----------PA +5 vs PA +0
test #
1--------------17/17-----------------------21/4
2--------------14/13-----------------------36/4
3--------------12/15-----------------------32/5
4--------------14/15-----------------------36/1
5--------------16/14-----------------------36/5
Average------~Even----------------------Owned
Discussion
Note in the tests of longbowmen vs crossbowmen that although overall trends are clear there is still considerable variation in kill statistics between individual tests. Reasons for variation include:
- Random element in game battle engine?
- Deployment and formation of units can be disrupted by terrain, strong first volley from the opponent, other units in campaign battles
- Possilbe first shot advantage (if you're lucky enough to kill 4 or 5 in the first volley it is now an uneven fight)
The importance of the variation in results is that you really cannot tell much from a single battle. Maybe this is why some people have formed such strong opinions about these units - they had a single result that they wont see again if the fight another ten identical scenarios?
In asking - are these units (and the game) balanced? I feel strongly that this is all good and that the missile units are very carefully designed. Basically the effects of training your units, upgrading them, giving them armor, is far more important than the base strength of any single unit. I could make crossbowmen work for me, or longbows.
I much prefer the idea that the unit characteristics evolve according to how we play the campaign rather than simply having the game be a matter of "teching up" and unlocking or buying some uber unit that owns everything.
I would go as far as to say that if people are getting poor results against AI missile units in campaign perhaps they need to think more about how they are playing the game.
- Are you using loose formation every time? (Didn't show stats on that but it is SUICIDAL to fight balanced missile units in tight formation).
- Are you retraining experienced unit remnants to full strength?
- Are you adding upgrades to castles to enhace unit qualities?
- Are you capitalizing on the rate of fire bonus of longbowmen - move them out of range of enemy missiles when they have no more arrows or charge them in melee.
Originally posted by Sonny WiFiHr
even with their slightly slower rate of fire. when the retinue longbowmen run out of arrows the crossbowmen still have about a third of their arrows left, which they can use to inflict even more casualties. the only way the retinue longbowmen win is if they close to very close range and/or if they charge the crossbow militia. this is unrealistic.
Um - if you leave them sitting ducks to let the slower enemy missile units catch up and shoot their allotment that is just silly. It might be realistic for stupid generals?
- Are you considering the bonus effects of General's attributes?
- Are you using terrain to good advantage?
- Are you taking heed that disrupting unit formation temporarily interrupts their firing. Shake the enemy units up. Try to get the first shot in and kill a few to tip the stats in your favor.
- Are you targetting correctly? If you have 3 units vs three units do you target three on one or one on each one? (I'm not giving up all my tactical secrets)
In summary:
The more I play and test this game the more I take my hats off to the developers. It has layers of complexity that allow serious or more diligent gamers to use their brains to find strategies to prevail in many different ways. You could actually take either crossbows or longbows and do well if you play smart.
I don't play M2 online atm but I have competitively gamed in ladders and competitions in other games. I find good gamers just know more than less good ones about the tools they are using. I'm not saying this to slight others - I am saying that if you aren't getting results you expect using units in game consider that the problem is you and your gameplay not the game. Be willing to learn not just complain.
A final note on the historical accuracy debate. Consider that the longbow was refined about as much as it got to be early in the time range of this game. However crossbows evolved from weak wooden things that drew 250 pounds to steel killing machines drawing over 1,000 pounds by the end of the game era. Armor evolved from mail to plate in various forms. These two variables tipped the scale. It is a moving picture in other words. BTW best armor in that era - Milanese. Quite right that their armored crossbowmen are harder to kill. It is great to watch those elite crossbowmen come up close to failing opponents to increase kill rate and finish them off. I reiterate - I think the developers have done a great job. I wish more people acknowledged it and less people said nerf this and fix that without really thinking about what they are saying, checking their facts, and testing the game - repeatedly.
/end rant
Alright after I posted this the columns on my tables were out of alignment even though they looked fine on preview - apologies but I cannot edit it
You might need to broaden the page or can one of the mods let me edit it?
Dr_Who_Regen#4
12-10-2006, 02:35
Nice testing..Bravo for taking the time to put together an analysis on the subject....interetesting to see what an impact experience has.
Random Question. Do you let both units (i.e. crossbowmen AND Longbowmen) deplete their ammo, as the way your putting it that dosen't sound like what you've done. Re-run the tests doing that and i bet the results would change in the Crossbows favour, just becuase it's nearly even ATM.
Of course if you did let the crossbow men expand all their ammo, then ignore the above~:).
Barry Fitzgerald
12-10-2006, 02:52
Well testing can help..but to my eyes longbowmen should discharge 40 shots to a crossbows 15...and that doesnt happen...not at all.
Range isnt as good either...
So no hats coming off here...it needs a fix...and I have plenty of in game testing to suggest that the ROF is not correct...just watch the archers delay in the longbowman animation...
AussieGiant
12-10-2006, 03:01
Random Question. Do you let both units (i.e. crossbowmen AND Longbowmen) deplete their ammo, as the way your putting it that dosen't sound like what you've done. Re-run the tests doing that and i bet the results would change in the Crossbows favour, just becuase it's nearly even ATM.
Of course if you did let the crossbow men expand all their ammo, then ignore the above~:).
Reapz has stated that all the testing involves the units expending all their arrows.
For the units he tested with, the ranges are all the same, 160. In game, all Longbows have a range of 160, while crossbows have either a range of 160 or 120, depending on the unit.
Turpitudo
12-10-2006, 03:46
Great empirical testing. After all it is a game which needs balance to all factions, that is what you quite nice demonstrated. Some people are calling for improved longbowmen, some are calling for improved waragian guards. I like the fact that there are no real über units in this game (besides the tank elephants) like there were in MTW for example with the JHI. To single a unit out is no good idea for a strategy game, if you want to keep the balance that every faction has at least one unit to counter another.
Excellent stuff that confirms CA took a balanced approach combining both legend and gameplay. Longbows also have numerous other advantages over pavise crossbowmen, making them very versatile:
I can see how the pavise deal is a problem in archery duels, mainly because the longbows don't have that option themselves. But the pavise armor bonus ingame can still be pierced easily by longbows with their AP, so the crossbows only have a minor advantage compared to what they might have IRL if they had pavises and the longbows didn't. The longbowmen get a unique ability to plant stakes, something that every unit should be able to do (the Flemish dug holes around their pike formations to channel the attacking knights at their weapons) but only they can ingame. They get indirect fire in a rather improbable way (who's spotting for them?), whereas the crossbows firing in an arc is a bug that kills nothing. They can fight knights in melee with AP weapons. Their rate of fire is twice that of crossbows and four times that of muskets, a high-end troop that requires 15 more turns and 27k more florins to produce than retinue bowmen. They are quite uber.
The range for longbows and steel_crossbows (what pavise crossbowmen and militia use) is 160. Equal. The range of normal bows (including some of the composite bows), arquebuses and crossbows is 120. The range of heavy muskets is 180, just a fraction higher.
All bows have a delay in the firing animation, even crossbows. Guns have a delay in the firing animation too of about 2 seconds after the back rank has reloaded, compared to bow's 1 second. That's normal. This is actually a welcome change for me as my Trebizond archers were always out of ammo too early in the battle.
Armor upgrades, if implemented as originally intended, would have dropped the 'armor gap' between the two units to about 2 points + 6 for shield, instead of 13 points as it is now. That waits on the patch, but might swing the advantage back to the longbows.
One thing though: the defense skill is not used in shooting, so the only benefit of higher experience is increased kill rate.
JHI are still uber in M2TW. That's why everyone else with similar units (Varangians etc) is screaming bloody murder.
ZachPruckowski
12-10-2006, 04:21
Random Question. Do you let both units (i.e. crossbowmen AND Longbowmen) deplete their ammo, as the way your putting it that dosen't sound like what you've done. Re-run the tests doing that and i bet the results would change in the Crossbows favour, just becuase it's nearly even ATM.
Of course if you did let the crossbow men expand all their ammo, then ignore the above~:).
Seems almost worse to compare those numbers (no offense). I wouldn't have let my longbowmen stay within range of the enemy if they were out of arrows. Why should the test?
Kobal2fr
12-10-2006, 04:50
Very good post and analysis, thanks !
Regarding the columns thing, they are only borked when viewed in 1024*768 and lower and are fine in higher resolutions, so I assume posting a 1280 pixels wide *1 pixel high image would solve the problem for us low res folks.
My two cents-
First off, great job on the testing. I would have liked to have seen the tests between retinue or Yeoman longbowmen, so that it was top tier crossbowmen and top tier longbowmen. I might end up doing that myself if you don't have any plans for further testing.
Ok, as it stands now with the passive AI bug, I believe that crossbowmen are superior. Crossbows, in general, have a slower rate of fire with a higher damage rating. If the ranged unit is allowed to discharge all of it's ammunition, then crossbowmen naturally should win the scenario.
When the passive AI is fixed in upcoming patches though, longbowmen will be superior. Their ability to discharge more ammunition in the same amount of time means that the enemy will take more fire and consequently more casualties before reaching the point where the two armies engage in melee combat.
Not only that, but longbowmen do have the ability to use fire ammunition, which is often underrated on the forums here. Fire ammunition helps break morale, which is often critical to winning the battle. I would much rather route a unit of swordsmen at 3/4's strength and take them as prisoners then kill half of them and then have to dispatch the other half in melee combat while taking casualties. Crossbowmen do not have this option (which is also handy in sieges for igniting siege equipment, by the way).
Conclusion- Longbows will not only be more useful on the battlefield, but overall have more utility (not even taking into account wooden spikes placed in the ground, mind you). While crossbows do have their distinct function, I would take a longbow over a crossbow any day of the week.
I don't get the logic of people saying longbow units should beat crossbow units or they're weak. Crossbow units are armored and have a pavise. Longbow units have no armor. Looking at the numbers, longbows do more damage than crossbows if they pull around equal in fights with crossbow units.
Thanks to all for the feedback. Some specific responses:
@Carl
I tested two scenarios. One where the units had different rates of fire - or in other words one finished before the other. In the second the units were identical and finished at the same time.
In the first scenario if my test unit depleted its arrows I stopped the trial even if the enemy had arrows left. Reason: when I campaign and I exhaust all the arrows I withdraw the unit and don't leave it to be riddled with projectiles just to 'make if fair'. If I shoot you with a machine gun, while you fire back with a bolt action rifle, I don't stand around waiting until you shoot 300 rounds just to make us even. The longbow relies on increased rate of fire to match crossbows. That is the historical accuracy everybody is fussing about. I'm not going to nullify that by having them wait around to take hits after they can't fire back.
In the second situation with even rate of fire units I let both exhaust their projectiles.
@ Barry Fitzgerald
Originally Posted by Barry Fitzgerald
Well testing can help..but to my eyes longbowmen should discharge 40 shots to a crossbows 15...and that doesnt happen...not at all.
Range isnt as good either...
So no hats coming off here...it needs a fix...and I have plenty of in game testing to suggest that the ROF is not correct...just watch the archers delay in the longbowman animation...
Ok so sieges should last a year? It should take two weeks to traverse Anatolia with an army? Surely you aren't complaining that the rate of fire of longbowmen in game isn't the same as real life. The game spans 450 years. The point is that the dev's made it so longbowmen fire faster than crossbowmen to a point that it offsets the increased armor and attack points of crossbows. But the game still allows you to train units, or upgrade them, in game, in ways that can potentially confer decisive advantage in favor of either unit. I'm sorry but I think that is great programming and I'm not about to complain to the dev's that they got the longbow/crossbow fire ratio wrong in animation. If you read the thread on cavalry kill stats vs animations (https://forums.totalwar.org/vb/showthread.php?t=73777) you will see that animation frequently does not match the kill statistics. The kill statistics are pretty reasonable IMO. They allow for a good strategy game - and that's what we're doing here - strategy gaming. Exactly matching timing isn't the issue, it is matching the respective weapon strengths allowing for additional variables like seasoned vs. battle naive units, armor upgrades, morale etc. I think the devs did that admirably. It isn't a projectile simulator it is a strategy game.
@Turpitudo
Originally Posted by Turpitudo
After all it is a game which needs balance to all factions, that is what you quite nice demonstrated. Some people are calling for improved longbowmen, some are calling for improved waragian guards. I like the fact that there are no real über units in this game
I agree entirely. To be fair I want to acknowledge what Husar said in this thread (https://forums.totalwar.org/vb/showthread.php?t=74345):
Originally Posted by Husar
I think ranged units get more accuracy with experience, so while real longbowmen might have been an elite unit, the game won't let you recruite them as gold-chevron units, you have to get them to that level by gaining combat experience. That's why this is called a game, otherwise you could just watch a movie where the victory is shown without you adding anything to it. You are supposed to develop your own über-elite-ownage longbows instead of the game giving them to you. Almost every unexperienced unit is prone to dying or running in the game and there are not many freshly trained units that can beat anything. My halberd militia for example should be able to win quite a few fights, but due to their low morale, they often run way too early and thus lose fights they could win with higher morale. I am pretty sure longbowmen with high experience kill more units per volley because they are more accurate. I've seen some highly experienced arquebusiers, every volley of them killed about the entire front row of an enemy formation, maybe even more, a newly trained unit is a lot less accurate.
@dopp
Originally Posted by dopp
the defense skill is not used in shooting, so the only benefit of higher experience is increased kill rate.
I wondered about that. Do you think the issue might be restated that while defense skill is not used in shooting it means slower death rate. More surviving archers means increased volume of arrows fired => increased kill rate compared with a unit that is losing archers faster and therefor effectively shooting with less men?
@ZachPruckowski
Originally Posted by ZachPruckowski
I wouldn't have let my longbowmen stay within range of the enemy if they were out of arrows. Why should the test?
That was my thinking exactly
@PaulTa
Originally Posted by PaulTa
I would have liked to have seen the tests between retinue or Yeoman longbowmen, so that it was top tier crossbowmen and top tier longbowmen.
In the English army selecton in battle testing those were the two longbow options that I saw - regular longbowmen and Sherwood Archers (which I think are top tier?) I don't do multiplayer however so I might have missed a way to access aditional unit types? I wouldn't mind doing a few more tests if there are additional longbow units I can access for battle testing.
The Retinues are the armored ones. You might have thought they were billmen or something. They have higher attack (8) and as much base armor (no shield) as the pavise crossbows. Prediction: they will rip the crossbows apart.
The defense skill only applies in close combat, according to the descr_unit file. This may or may not be accurate, since I notice that light skirmishing missile troops (cossack muskets for example) with reduced or no armor upgrades have very high defense skill (9 in this case). They don't need to fight in close combat (especially Sherwoods who unlike normal longbows have no AP weapons), so why give them a defense skill that is so high? But yes, unit experience still affects the test because you can kill the enemy faster and cut down on return fire, increasing your advantage with every salvo.
Damm.... WTFPWNEDBBQed ?!!?
What a great job, and the columns are looking fine on my screen.
Excellent work, Reapz :bow: - have you linked to or summarised it in the battlefield mechanics research sticky?
@dopp & PaulTa
You were right I overlooked them with their multicolored tunics
Testing Scenario:
Single unit of each type, grassy plain, AI set to default (Medium)
Tests conducted until unit under testing depletes all missiles.
Figures represent the number of troops left alive at that time.
Repeated each test 10 times
Test Units:
Retinue Longbowmen (RL)
Missile Attack 8
Defence 14 (Armor 5, Def skill 6, Shield 3)
Genoese Crossbowmen (Brigandine Armor and Pavise)
Missile Attack 14
Defence 16
Results
RL - Retinue Longbowmen
GXB - Genoese Crossbowmen
Red = loss
Blue = win
numbers are RL/GXB alive after missile exchange
-------------RL vs GXB
test #
1--------------37/33
2--------------47/24
3--------------34/30
4--------------29/34
5--------------34/39
6--------------43/29
7--------------40/27
8--------------39/31
9--------------34/38
10-------------38/33
Average-------38/32
The Retinues are the armored ones. You might have thought they were billmen or something. They have higher attack (8) and as much base armor (no shield) as the pavise crossbows. Prediction: they will rip the crossbows apart.
The defense skill only applies in close combat, according to the descr_unit file. This may or may not be accurate, since I notice that light skirmishing missile troops (cossack muskets for example) with reduced or no armor upgrades have very high defense skill (9 in this case). They don't need to fight in close combat (especially Sherwoods who unlike normal longbows have no AP weapons), so why give them a defense skill that is so high? But yes, unit experience still affects the test because you can kill the enemy faster and cut down on return fire, increasing your advantage with every salvo.
Actually, cossak musketeers are decent in close combat. They have 10 or 11 attack, I forgot which. They're not going to beat any elite troops on a even numbered fight, but they can be used to melee as a last resort. It's inevitable for any unit to get into close combat and the high defense skill of some light skirmishers makes them very vulnerable to missile fire while not dropping dead immediately in case they have to be in a melee.
pevergreen
12-10-2006, 10:31
[QUOTE=pevergreen]Longbows are incredibly powerful. But so are Crossbows. Remember citizens with a few hours crossbow training could kill a knight who had trained for his entire life.
Look at the armour difference for Close Combat. Milanese have the best pavise crossbowmen for a start, wearing chainmail.
Longbowmen are archers, not meant for combat, wearing leather...not even padded. Retinue Longbowmen can handle themselves, but skirmishers/archers arent meant to fight. they are meant to shoot. Pavise Crossbowmen are meant to win any archer fights, they have armour and HUGE SHIELD on their back.[QUOTE]
In the first scenario if my test unit depleted its arrows I stopped the trial even if the enemy had arrows left. Reason: when I campaign and I exhaust all the arrows I withdraw the unit and don't leave it to be riddled with projectiles just to 'make if fair'. If I shoot you with a machine gun, while you fire back with a bolt action rifle, I don't stand around waiting until you shoot 300 rounds just to make us even. The longbow relies on increased rate of fire to match crossbows. That is the historical accuracy everybody is fussing about. I'm not going to nullify that by having them wait around to take hits after they can't fire back.
AND
@ZachPruckowski
Quote:
Originally Posted by ZachPruckowski
I wouldn't have let my longbowmen stay within range of the enemy if they were out of arrows. Why should the test?
That was my thinking exactly
The problem with these stances is that in reality, that isn't what you'll be doing, unless your dumb you'd keep them around as a light flanking unit. So in reality they would be taking all the extra arrows.
(Except of course you probably wouldn't engage in an archery duel anyway in a real battle.)
In addition I was under the impression this thread was indenting to test the outright killing power of both units. Unless you let the Crossbowmen expand all their arrows your not getting a fair comparison their anyway.
In effect, for this to be a scientific test you have to apply the same conditions to both units, so if you let one exhaust it's arrows, you have to let both exhaust their arrows.
unless your dumb you'd keep them around as a light flanking unit. So in reality they would be taking all the extra arrows.
Unless he's dumb, he'll leave his archers standing around taking missile fire?
*blinks* *blinks again*
If I want to use my archers as a light flanking unit, I'm going to immediately run them around to the flanks and attack... at most they'll take two or three more volleys while doing this, since they'll be on the move the accuracy of those volleys will be less. If my main force is farther back for some reason, I am going to have my bowmen fall back out of range, and attempt their flanking maneauver after the infantry is there to support them. And that's IF I want to use them to do light flanking at all, which I would never consider unless I really had no other option. I don't want my bowmen soaking up casualties. That's what the infantry is for. If I want to flank, that's what cavalry is for.
Sorry, but 1. if the AI leaving units standing around taking fire is a bug, then I gotta think a human brain should be able to figure out that's a bad idea too, and 2. LONGbowmen are a last ditch melee unit, you don't use your LONGbowmen for anything other than shooting enemies at a LONG distance, unless you really have no other options.
One of the best point of missile units is that they can gain chevrons quickly due to their ability to cause casualities while not taking thier own... using them in melee is the foolish choice in my opinion.
I have to agree with Carl.
Most of the issues that have been posted have little to do with the sheer staying power of the Longbowman and the all out shooting match between two Missile Units, but with actual rate of arrow loosing and killrate of the arrows for the Game play against Any Unit. Other threads in the .org and .com have gone to extensive lengths to discuss the historical aspects of both Crossbow and Longbow on their lethality on the historical Battlefield, which has been great:yes: .
I know that the Longbowmen should be lesser armed ie minimal chainmail etc, But that's not their use. These chaps are highly trained missile units only. So IMO they should have even quicker reload times and more lethality, even if it's just a tad. That's just what I want for the Game otherwise the English ATM (prior Patch) don't really have that much going for them.
I know 3 second loosing would be a bit wrong for 'A Game'(might as well play company of heroes), but the Longbow in the Game is supposed to be the English Medieval Machine Gun! Even in the startup, the English are prized for Infantry (bugged) and the Longbow.
My issues are also the rate of fire and the power of the arrows which should have the BODKIN Armour piercing heads. I had 4 units of retinue Longbowmen letting loose at about 40 Kyote Priests.
That's 480 top notch Arrows being fired at 40 padded americans armed only with 2x4s with a bit of sharpened gravel stuck in the sides.
That's basically 12 arrows per man.
You should expect first shot, even with arrows falling short/going too far/missing, to be goodbye fellas right? We ALL know it should have. Wrong. It took a good 7 shots to whittle them down.
That's 3360 Arrows.
84 Prime Enlgish Arrows for each of those yodelling Wolf-men.
Something that should have taken less than a minute. Which we ALL know didn't.
The point of the tests from my understanding wasn't which unit can dish out the most potential damage... it was which unit is going to be the most useful in battle. The AI Passive bug, is just that a bug... only the most boneheaded of moronic imbecils for a commander would leave his troops standing around while they get shot at. The computer should not be this stupid, that's why there was a massive outcry about it. Once this is fixed, I expect a unit of crossbowmen will very rarely use anything approaching their full complement of bolts.
Additionally, one would hope that human commanders would be smarter than bugged computer ones.
@SMZ: I'm basing my opinion off Agincourt, where you pretty much HAVE to use your longbow men in CC on occasion to tip the balance. Sure they don't do well, but it's not that bad when all your trying to do is tip the balance in your favour in a drawn out combat. Basically what I’m saying is that in a longbow heavy army, I’d expect to not have anything else I COULD flank with because all my non-longbow units would be tied up in head to head fights keeping the surviving enemy infantry line locked in place.
Of course you could pull them back then run them forward as you suggest. However that leaves your infantry fighting the enemy infantry for some time while you run them back to the fight. In the end though I doubt you would be engaging in archery duels anyway.
The big point here however is that this was a test, it needs to be scientifically done if it’s to actually have any meaning. In other words you have to apply the same conditions to everyone under test. A much fairer test would have been to take a BIG tough infantry unit, put them somewhere where they can’t move from (or somehow make them just stand their). Then let the Longbow men and crossbowmen shoot at them until their arrows are exhausted. I bet the crossbows would win by a clear margin then.
Once this is fixed, I expect a unit of crossbowmen will very rarely use anything approaching their full complement of bolts.
That depends on how long the battle lasts and what sort of battle it is. A Long Siege battle might see them exhaust their bolts. Of course, since all my experience is demo related I can't say anything for sure ATM. After Christmas of course is another matter~:D.
It is a scientific test however. Both units have this same condition: time.
EDIT: ahhhhhhh, I see - well wordems, I'm thinking from a campaign perspective - seen, and understood where you're coming from in that case
Biggus Diccus
12-10-2006, 16:23
............
The more I play and test this game the more I take my hats off to the developers. It has layers of complexity that allow serious or more diligent gamers to use their brains to find strategies to prevail in many different ways. You could actually take either crossbows or longbows and do well if you play smart.
............
Like Crossbows (and Archers) firing vertically, projectiles behaving like mortar fire? (Sorry couldn't resist :beam: )
Very thorough and useful tests though!
The test were conducted in response to the other thread's OP claim that longbows always lose to pavise crossbowmen in a shooting match. The results indicate that longbows are actually slightly better in a head-to-head match, even when the crossbowmen are allowed to shoot off all their ammo. The test seems to be fair, given the questions it was trying to answer. Comparing kills against a stationary target is something else altogether.
As for how gimped the English are in the campaign game... I dunno. Billmen are broken for now but that may change, English knights are okay, Longbows are pretty good when used enmasse with stakes out. A nice secure starting position (although not as secure as MTW), good ships, naval bonuses, trade routes, shortest distance to the Americas, decent tech tree, plenty of opportunity to infere on the continent... is there really something wrong with them?
@Dopp, fair enough, that longbow thread has drifted so far off the initial topic now that I’d forgot what it was initially about. So I was looking at it more as a pure "Which kills more overall".
@SMZ: No sweat, good point about time, as I said, I was looking at a more max kill test scheme which threw things off heavily. In that situation it's really better to let both sides shoot all their ammo off. In an archery duel competition time IS actually a better measure IMHO
On a side note, most people seem to ignore longbow units that aren't English. If you want to see a rediculously good missile unit use French Scots Guard, a powerful longbowman in plate-mail, who is also skilled in melee. In every test I've run myself SG have beaten every (non-gunpowder) missile unit in the game, including ret. longbowmen and Aventurier, supposedly the most offensively powerful xbow unit. The only really close duel was with sherwood archers, where both units always ran out of arrows, and the SG won in melee. Besides these unit vs unit tests, playing with the French quite a bit in the field has made me realize a far superior tactical value in the SG lonbowman over the Aventurier, and I rarely use just the xbow anymore.
My $.02
CeltiberoMordred
12-10-2006, 17:36
Reapz, did you manage the LB while AI always controlled crossbowmen in everytest?
On a side note, most people seem to ignore longbow units that aren't English. If you want to see a rediculously good missile unit use French Scots Guard, a powerful longbowman in plate-mail, who is also skilled in melee.
My $.02
Okay, so the most powerful longbow unit in the game isn't even English, it's French? Maybe rets need a boost after all. Then again, how many Scots Guard can you have and how easily, compared to longbowmen of all stripes? It might actually be okay play balance if the French get the best longbow unit but the English get more.
I'm not very sure about the history on this... were the Scots famous archers? I know they were good spearmen, but I always thought the Welsh (and later the English) were better at the shooting bit.
Darkmoor_Dragon
12-10-2006, 17:49
dont start the history again :wall:
dont start the history bollocks again ffs:wall:
Too late, it started about 5 posts back.
Darkmoor_Dragon
12-10-2006, 17:55
wake me up in another 300 posts then - might have returned OT by then
Yep, French late game roster is amazing. Not only do they get lancers (best pure heavy cavalry), they get Scots guard (best archers).
Scots guard require huge stone walls to build and is in fact easier to reach than top level archery range IMHO.
Yes, you can build SG out of cities. No need for all that money on archery ranges. The English do get longbows a long long time before French get them, the French ones are just better once you are later in the game.
Yes, you can build SG out of cities. No need for all that money on archery ranges. The English do get longbows a long long time before French get them, the French ones are just better once you are later in the game.
Getting SG from cities is not very great. I don't mind them being stronger, if only they were pretty hard to get. These guys should be fixed to the highest archery range. It is sad that there can't really be a requirement of several buildings anymore, or else these would be easy to limit out (all three highest unitbuildings at castles would be fitting).
But as to the tests, I think it is fair that the test ends with the longbows out of ammo.
Would I play Passive AI and stand around with my army while the enemy crossbows laid waste to it? Or would I withdraw/attack? It is limited how much more damage the crossbows would do in case of the latter.
Kobal2fr
12-10-2006, 18:43
Okay, so the most powerful longbow unit in the game isn't even English, it's French? Maybe rets need a boost after all. Then again, how many Scots Guard can you have and how easily, compared to longbowmen of all stripes? It might actually be okay play balance if the French get the best longbow unit but the English get more.
I'm not very sure about the history on this... were the Scots famous archers? I know they were good spearmen, but I always thought the Welsh (and later the English) were better at the shooting bit.
They're better archers all other things being equal (in the game I mean, don't know how true to history they are at all), but they're more expensive (both buying price and upkeep - city unit), and by the time the French get them, the English will almost certainly have at least a Master Woodsmen Guild, so they'll be able to crank out valour 2 retinue longbowmen, and of course they will also have been using and exping+retraining longbow units for much longer. Retinue'd have the same armor as the scots too, if the armor system worked properly.
Think the SG pool size and refill rate is quite low too, but I've never played my French campaigns that far TBH, so that much may be way off.
In MP, well, the English will be able to field 12 pure longbow units + 4 Sherwoods before hitting any unit cap, the French only 4 SGs.
Plus, and that's a big plus, SG's don't have stakes.
I'm puzzled by both the SG and the French archers as well. Shouldn't the eastern factions (Egyptians, Russians, Turkish, Timurids, Mongols, maybe Byzantines as well) get the best hybrid archers in the game? The Turks' late-game missile cav selection is pretty disappointing to me.
Reapz, did you manage the LB while AI always controlled crossbowmen in everytest?
I tried it both ways at the beginning. It made no real difference to the casualty numbers. So after a while I managed all the LB and let AI manage the XB
CeltiberoMordred
12-10-2006, 21:46
I tried it both ways at the beginning. It made no real difference to the casualty numbers. So after a while I managed all the LB and let AI manage the XB
In my custom battle tests, I always get more kills than AI when I face same units in a missile duel. In addition...
Some time ago I tried peasant crossbows Vs peasant archers.
When I managed crossbows, crossbows got more kills than archers.
When I managed archers, archers got more kills than crossbows.
I don't do anything special, just let them fire at will (in loose formation, because AI do it too) and wait for all their ammo being expent.
Regards.
In my custom battle tests, I always get more kills than AI when I face same units in a missile duel. In addition...
Some time ago I tried peasant crossbows Vs peasant archers.
When I managed crossbows, crossbows got more kills than archers.
When I managed archers, archers got more kills than crossbows.
I don't do anything special, just let them fire at will (in loose formation, because AI do it too) and wait for all their ammo being expent.
Regards.
Show me the numbers :inquisitive:
Horatius
12-10-2006, 22:00
My Longbowmen are my ultimate units, English simply lack the ultimates of others in the game, so when I have my Longbows they should OWN ANY Militia, especially if they are retunue Longbowmen.
Winning a battle against a militia pavise crowsbowmen with 2/3 of my retinue longbows dead is as historically innacurate (English Longbowmen simply laughed at Genoese Crossbowmen during the great battles of the hundred years war) as it is imbalanced.
I am able to win as the English, but we conquered everyone we faced, we literally owned 25% of the worlds population, why should playing as English be especially difficult?
CeltiberoMordred
12-10-2006, 22:37
Show me the numbers :inquisitive:
I didn't take notes. I remember I usually got nearly 1.5x - 2x more kills than AI, no matters which unit I took.
I've noticed the same thing when doing tests... with both missile units and melee. Whichever I control performs marginally better, even when the task is as simple as advance to range and begin firing or advance slowly and charge.
The AI often advances closer than maximum range before firing, also it often reforms it's men while taking fire... this means the human player gets crucial initial kills, and more volleys off in the same amount of time. With melee troops the AI seems to sometimes approach at funny angles and/or wait too long before charging... the end result being that whichever unit the human player controls performs better.
This isn't really that important of an issue when you're considering campaign play, it would only matter if you're doing research for multiplayer battles. If the longbows win as long as you're controlling them... well, that's all that matters.
My Longbowmen are my ultimate units, English simply lack the ultimates of others in the game, so when I have my Longbows they should OWN ANY Militia, especially if they are retunue Longbowmen.
Winning a battle against a militia pavise crowsbowmen with 2/3 of my retinue longbows dead is as historically innacurate (English Longbowmen simply laughed at Genoese Crossbowmen during the great battles of the hundred years war) as it is imbalanced.
I am able to win as the English, but we conquered everyone we faced, we literally owned 25% of the worlds population, why should playing as English be especially difficult?
Horatius your post is exactly the kind of post I meant when I said
"... if people are getting poor results against AI missile units in campaign perhaps they need to think more about how they are playing the game."
and
"I wish ... less people said nerf this and fix that without really thinking about what they are saying, checking their facts"
I didn't post any statistics on Retinue Longbowmen vs. Milita Crossbowmen so I am assuming that your reference to "a battle against a militia pavise crowsbowmen with 2/3 of my retinue longbows dead" is about an experience you had in the campaign or in MP?
However here are the statistics:
Testing Scenario:
Single unit of each type, grassy plain, AI set to default (Medium)
Tests conducted until unit under testing depletes all missiles.
Figures represent the number of troops left alive at that time.
Took default Retinue Longbowmen and varied experience plus 5 points
Repeated each test 5 times
Test Units:
Retinue Longbowmen
Missile Attack 8
Defence 14 (Armor 5, Def skill 6, Shield 3)
Pavise Crossbow Militia (Mail Armor and Pavise)
Missile Attack 12
Defence 14
Results
RL - Retinue Longbowmen
PXBM - Pavise Crossbow Militia
+5 is added 5 experience points
+0 is added 0 experience points
Red = loss
Blue = win
numbers are Longbowmen/Crossbowmen alive after missile exchange
---------RL +0 vs PXBM +0-----------RL +5 vs PXBM +0
test #
1--------------38/32-----------------------48/14
2--------------46/30-----------------------50/15
3--------------40/26-----------------------47/9
4--------------42/38-----------------------48/18
5--------------40/29-----------------------50/26
Average-------41/31----------------------49/16
% alive-------67%/51%------------------80%/26%
So the stats don't match your experience. As you can see base Retinue Longbowmen are usually at 2/3 strength. However if you use trained units you should have 80% of your archers survive, win every engagement, and reduce enemy strength to about 1/4. If you had a different experience in game you must have done something differently, perhaps used inexperienced archers against experienced crossbowmen. When people fight hundreds of campaign battles how hard is it to train your units up a little? The idea that newly recruited longbowmen with no combat experience are supposed to own every militia unit regardless of that unit's combat experience, armor, crossbow weapon type, is just ludicrous.
Your other points:
"I am able to win as the English, but we conquered everyone we faced, we literally owned 25% of the worlds population, why should playing as English be especially difficult?"
Um so the Dev's should basically write the game code so that England wins easily?
I don't know where you learned history but get your money back.
- The "English" as of the start point of this game have just had their butts kicked by a bunch of French knights descended from vikings who have sailed over the channel and taken over the entire country sending the English out to tend farms etc. while they party it up in the Castles. Many of them didn't bother to learn to speak English.
- The English couldn't subdue Scotland in this game era let alone own 25% of the world's population.
- While the English fought a few limited campaigns in France with some memorable battles the English basically spent this game era losing all their possessions in France
- The English fall into obscurity on the world stage compared to the Mongols and their descendants - they would be perhaps the only nation that could claim to "own 25% of the world's population" during the era of this game.- Maybe you are referring to later British success during the colonial era? If so longbows were not part of that success.
I didn't take notes. I remember I usually got nearly 1.5x - 2x more kills than AI, no matters which unit I took.
Then if you have no notes why don't you retest it and take some - and post the results?
This kind of vague I remember such and such doesn't serve us well - there is no way to further the discussion without you providing details. You aren't providing anything other than a vague impression from an unspecified number of trials, in unspecified conditions, with unspecified units sustaining unspecified casualties, etc. - you see my point?
There might be an effect from handling the unit vs. letting the AI do it, there might not. I didn't see it. However in executing my missile attack my control of the unit being tested was limited to a single right click attack on the target. I did no micro after that. Maybe you did. If that is the case and it affects outcome that is important to know - got to micro your archers to increase kill rate. Without data it is of no value in helping us understand the game better.
I didn't post any statistics on Retinue Longbowmen vs. Milita Crossbowmen so I am assuming that your reference to "a battle against a militia pavise crowsbowmen with 2/3 of my retinue longbows dead" is about an experience you had in the campaign or in MP?
I think he thought the initial test was with retinue Longbowmen, I did until I re-read it.
I think he thought the initial test was with retinue Longbowmen, I did until I re-read it.
I thought it was pretty clear they were basic Longbowmen. But it matters not.
[Not directed at you Carl] Did the Genoese carry their pavises in said battles? And how many times did the Genoese face the longbow? And how many times were the longbows in a higher position while the crossbowmen had damp strings?
When two Israeli tanks held off an entire Jordanian armoured brigade it must have been because the Israeli tanks were invulnerable and could make any lesser tanks blow up in flames by looking at them. Bah!
Did the Genoese carry their pavises in said battles?
Good point, although I would imagine plunging arrow fire might have been able to bypass the passive to a degree. Not that it actually matters, the Longbowmen really would have still lost. But it's an interesting idea nonetheless.
p.s. I thought the where retinue longbow men because the Crossbowmen where high level, I thought he'd miss typed at first, (it wasn't until I read more carefully that I caught on).
Good point, although I would imagine plunging arrow fire might have been able to bypass the passive to a degree. Not that it actually matters, the Longbowmen really would have still lost. But it's an interesting idea nonetheless.
I don't know if the longbowmen would have lost... It didn't happen like that so I can't tell, but I'm sure that the pavises and dry strings would have helped a alot, as would a level field.
Plunging arrows could perhaps have been used, but the higher the arrows goes the less accuracy you get over distance and lateral movement. Try throwin a ball almost directly up as compared to throwing it at 30 degrees. At 30 degrees you are fairly accurate and you have an instinctual feeling of range and distance ect. Directly up is near impossible, they should really make an olympic disciline of throwing an opbject directly up to a certain height and then land in the same spot... A perfect 10 would be near impossible.
But anyway, plunging shots might have done the trick, though I believe the longbowmen would have sniped the crossbowmen, or at least attempted it. They would likely count the seconds from shooting to the next shot and try to hit the crossbowman as he looked out.
Kobal2fr
12-11-2006, 07:25
I am able to win as the English, but we conquered everyone we faced, we literally owned 25% of the worlds population, why should playing as English be especially difficult?
Hahaha, this one I really, really like. Let alone the fact (already picked on by Reapz) that you're talking about the British Empire, not the English Kingdom you play in M2... But do you really, actually believe the building of said British Empire was EASY ?
That one almost had me losing my voice, I was laughing so hard.
I love LBs, I did a lot of custom battles with them.
Awesome steel rain, I love it !
But anyway, plunging shots might have done the trick, though I believe the longbowmen would have sniped the crossbowmen, or at least attempted it. They would likely count the seconds from shooting to the next shot and try to hit the crossbowman as he looked out.
The pavise was usually held by someone else, so he could always vary the angle at which it was held. Another thing is that arrows and quarrels are noticably slower than bullets (you can even see musket balls in flight), so the crossbowmen should have been able to see the incoming volley and take cover at the right time, especially if said missile duel took place at long range. No laser sniper rifles in 1415, sorry.
The Genoese at Crecy were sent into battle hastily and left their pavises on the wagons, with predictable results. BAD example of longbow pwning crossbow. But, as I said before, I don't see why longbowmen expecting shielded enemy archers wouldn't a) take cover between volleys and b) pay someone to hold pavises up themselves, instead of standing around complaining about the unfairness of it all, how their longbows should pwn everyone etc.. Don't Retinue Longbowmen have small shields, giving them half the bonus of the pavise? A nice compromise on CA's part. Result: Retinues outshoot pavise crossbows (and have more total armor than Scots Guards).
Conclusion for all: longbows are fine, train them up for best results. Don't expect them to beat everything out of the box. Imagine playing AGAINST the English, killing off all their experienced longbowmen in a miraculous stroke of luck involving a bridge and a monster ribault, only to discover that the newly assembled replacements still pwn your 3-gold crossbowmen. Nasty.
The pavise was usually held by someone else, so he could always vary the angle at which it was held. Another thing is that arrows and quarrels are noticably slower than bullets (you can even see musket balls in flight), so the crossbowmen should have been able to see the incoming volley and take cover at the right time, especially if said missile duel took place at long range. No laser sniper rifles in 1415, sorry.
Maybe it's a case of bad documentries again. but all the pasives i've seen where bassicly just big sheilds, if the arrows where coming in mostly vertical their wouldn' be anything to take cover under if you kept the passive vertical, and if you tipped it horizontal you'd have to be crouched which would prevent you reloading the Crossbow in all probability. (Arkward position and all that.
Erm completely vertical, satellite-rain-style (hands up anyone who remembers that weapon)? Correct me if I'm wrong, but I don't know if ballistics work like that. Is it really possible to produce an almost vertical rain of arrows and still maintain a decent range? Even so, I still don't see the difficulty. The pavise is held by someone else (leaving you free to reload the crossbow) and you all take cover only when the arrows fall on your position, which is relatively easy since archery is mostly volley fire and you can see it coming. It's not that difficult to hide under a big shield. I could see the longbows keeping up a continuous rain of fire (by firing in ranks or something) to "suppress" the crossbowmen, but then they usually only have 24 arrows apiece... Still, it is possible that after a few volleys the crossbowmen might have decided that enough was enough (some arrows would have caused damage, plus its rather unnerving being under a potentially lethal barrage), tried to run and got shot down in the open, but that is all conjecture on my part, applying a bit of Inherent Military Probability (as I understand the concept).
Besides which, the famous incident between bows and crossbows at Crecy didn't even involve pavises, so this is all hot air (and Darkmoor_Dragon can stay asleep for now).
Some pavises also had a foldout leg for it to lean on. That would make it protable and useable for a single man, if not as mobile under fire. But pavises were just portable fortifications.
And the longbowmen would of course find some sort of cover for the next battle after having experienced some sort of unpleasant casualties to pavises (doesn't have to be a loss though).
But the longbowmen were good, so I assume they also knew how long it would take for their arrows to arrive at the target. That should make it a bit more effective than the crossbowman just ducking behind cover again. Longbows were after all pretty good against men on walls, and they had better cover than pavises.
Techinally speaking you could get completely vertical arrow-rain. Since if you shoot upwards above 45 degrees the arrow will land at a steeper angle than the one you shot at (drag slowing it down and gravity doing it's stunt). But that would hardly be viable though.
Yes, but what I'm saying is that you can see your enemies' arrows coming at you and take cover. They do take a while to travel the distance.
I'm pretty sure the longbows would have brought shields along if expecting lots of well-protected archers. Hence part of the reason why Retinues have those small shields.
Great analysis!
Some threads ago (I cant find the old thread) I have posted my test of Genoese XB Militia vs various units. Among them were Longbowmen, Yoeman, and Retine units. I have tested on 2 ranges:
Long:
GXBM has defeated (less losses) Longbows, tied with Yoemen, and lost to Retine.
Medium:
From my testing GXBM has beaten all of them (I believe 2 tests each) with Retine coming close.
My conclusion:
On Medium range crossbows (GXBM) have large advantage. Seems that on Long range the bolts are sent in steep parabola, that reduces their killing power (very realistic). However on Medium range, when XB fire in shallow trajectory, they are quite devastating. Short range, thou not tested 1 on 1, is even more deadly from XB. That I have noticed in campaign, where GXBM managed to kill 21 armoured spearmen in 1 short range volley. Looked like entire 1st rank was wiped out.
And please, if you want to rant about hisory find another target. I am not going there.
PS. All test conducted fairly = level, nul exp/arm/attack, 2 difficulties M and H.
The pavise was usually held by someone else, so he could always vary the angle at which it was held..... The Genoese at Crecy were sent into battle hastily and left their pavises on the wagons, with predictable results.
We need a new Assassin function - "Sabotage Pavise Wagon" or - "Steal Pavise Wagon".:yes:
Alatien thanks for the feedback and input
Some threads ago (I cant find the old thread) I have posted my test of Genoese XB Militia vs various units. Among them were Longbowmen, Yoeman, and Retine units. I have tested on 2 ranges:
Long:
GXBM has defeated (less losses) Longbows, tied with Yoemen, and lost to Retine.
Medium:
From my testing GXBM has beaten all of them (I believe 2 tests each) with Retine coming close
I found the thread (https://forums.totalwar.org/vb/showthread.php?t=73597)
Here is the salient info:
Meanshile I have done some testing, all on flat ground, Medium difficult and on still, not rainy day. Both sides deployed in loose formations, firing on long/medium ranges. The results below show the final numbers in units (starting 60) after depleting ammo by both sides:
Gen. Crossbow Mili. vs Longbowmen
36 - 20
Gen. Crossbow Mili. vs Yoeman Archers
33 - 6
Gen. Crossbow Mili. vs Aventurier
56 - 5
Gen. Crossbow Mili. vs Pav. Crossbow Mili.
42 - 25
Gen. Crossbow Mili. vs Musketeers (just to see how they do vs gunpoder unit)
0 - 41
I have also tried on Hard setting and i got
Gen. Crossbow Mili. vs Longbowmen
44 - 7
51 - 6
These all seem to be amazing results, especially since it is a Militia unit! And an early one! Add to this a decent melee skill and low price. The main disadvantage is longer reload time, but if used correctly this doesnt hurt that much.
Anyone has other experiences?
The reason your results are different? You stated that, - "The results below show the final numbers in units (starting 60) after depleting ammo by both sides"
If you watch the battle you will see the longbowmen shoot 40 arrows in the time it takes the Crossbow Militia to shoot 24 bolts. After that exchange longbowmen are well ahead and that's where I stopped. The reason:
Seems almost worse to compare those numbers (no offense). I wouldn't have let my longbowmen stay within range of the enemy if they were out of arrows. Why should the test?
Your numbers had the longbowmen stay in range of enemy projectiles, without returning any fire, after they had exhausted their arrows to let the crossbowmen shoot their remaining bolts. The advantage the developers gave the longbowmen was rate of fire not attack points. So if you keep them under fire long enough for slower units to fire all their projectiles you nullify their advantage.
BTW this is an example of why it is really helpful if people have different results or impressions that they post their test setup so we can reconcile any differences and learn from them (friendly ~:wave: @ CeltiberoMordred)
Thanks again Alatien. One final thing I would say is that if you look at my tests you will see that the results can vary markedly from test to test under identical conditions so you might want to run say 5 tests of each scenario to be sure.
Bob the Insane
12-11-2006, 21:01
I am very interested in this discussion but I am having some conceptual issues with the decission to retreat the Longbow once they are out of ammo.
Thiis is not because it is a sensible thing to do (it is) but how can you define this as a victory for the Longbowmen? Even if they have scored more kills up to this point they are the ones who quit the field while the crossbows are still firing? In an SP battle some unit (if not the Longbows) are going to absorb those bolts.
I guess if the effect you are looking for is the decimate the enemy missile troops and then start advancing your infantry to engage once your missle units are spent then Longbow has superiority going by your statistic. But is a defensive engagement where you are defending with Longbows then unless they are capable of actually driving off the enemy xbows before they run out of ammo then those xBow bolts will hit some of your units.
So I would say the Longbows superiority is situational. But then I guess that fits with the whole, there is no uber unit thing. Just the right tools for the right job, decent tactics and use of ground and a little luck.
I am very interested in this discussion but I am having some conceptual issues with the decission to retreat the Longbow once they are out of ammo.
Thiis is not because it is a sensible thing to do (it is) but how can you define this as a victory for the Longbowmen? Even if they have scored more kills up to this point they are the ones who quit the field while the crossbows are still firing? In an SP battle some unit (if not the Longbows) are going to absorb those bolts.
I guess if the effect you are looking for is the decimate the enemy missile troops and then start advancing your infantry to engage once your missle units are spent then Longbow has superiority going by your statistic. But is a defensive engagement where you are defending with Longbows then unless they are capable of actually driving off the enemy xbows before they run out of ammo then those xBow bolts will hit some of your units.
So I would say the Longbows superiority is situational. But then I guess that fits with the whole, there is no uber unit thing. Just the right tools for the right job, decent tactics and use of ground and a little luck.
Bob my point about "how can you define this as a victory for the Longbowmen?" is that Sonny WiFiHr had said crossbowmen own longbowmen head to head; I would say they don't and outcome depends on several things including experience and how you use the units. I think the testing shows that.
I'm trying to get people who have gripes about unit balance to consider the possibility that they may get a better result if they are willing to change the way they use units, or at least understand a little better their strengths and weaknesses. Longbows have a faster rate of fire but are weakly armored compared with crossbows. So if you fight them head to head get your longbowmen in and back out as soon as they're done, then make your move with a tactic other than missile fire.
You're right about "superiority is situational". That's true in war. From a gaming perspective isn't that a good thing though? If they were just an uber unit that always won there would be no scope for tactics and less fun overall I think.
@ Reapz
Thanks for having a great (non-ranting) discussion. What a pleasant change :2thumbsup:
Yep, I agree with the argument, following tests are up to 1st ammo depletion.
Since the test are mostly at max range, I was wondering what the effect of shorter range is. So I have made few additional tests at 2 ranges:
MEDIUM (60-75% of max range)
SHORT (25-30% of max range).
Test on grass plain, sunny, no exp/arm/wep mods, Medium diff., alternating player choice. Unites tested: Longbowmen (LB) and Genoese Crossbow Militia (GXBM)
Here are results - men count at test end:
Player -- Range -- GXBM -- LB -- Test end trigger
GXBM --- Medium --- 27 ---- 9 ---- LB out of ammo
GXBM --- Medium --- 37 ---- 5 ---- LB run away
LB ------ Medium --- 23 ---- 35 --- LB out of ammo
LB ------ Medium --- 20 ---- 33 --- LB out of ammo
GXBM --- Short ----- 39 ---- 7 ---- LB out of ammo
GXBM --- Short ----- 25 ---- 2 ---- LB run away
LB ------ Short ----- 14 ---- 21 --- LB out of ammo
LB ------ Short ----- 20 ---- 3 ---- LB run away
AVERAGE Medium -- 26.75 -- 20.5
AVERAGE Short ---- 24.5 --- 8.25
This shows that at short range XB are very effective. It must be added that XB usually lost between 2-5 men while advancing, whil LB lost on average 2.
In general I am suprised by these results. I thought that at Medium range LB will completly own XB since they manage to get 2-3 volleys for "free". But Medium seems rather balanced. Again, hats off for CA.
Alatien
Very interesting - again shows the value of testing.
BTW I tried testing against AI as Milan using their Genoese Crossbowmen (non-militia) against basic longbowmen and I found that the AI crossbowmen start at long range but then as the battle proceeds they advance to short range by themselves. They advance one to three times during the battle - essentially move in for the kill when they are winning the exchange. You might want to run that scenario just to watch the AI do that.
Lord Condormanius
01-20-2007, 17:20
Well put. I agree woth just about everything you say. I love my longbowmen and I have not ever had any problem with them that I thought I needed to write angrily about. I use them wisely and am aware of their weaknesses. More importantly, I use them with they understanding that they are not and were not invincible, nor were they meant to be.
Lord Condormanius
01-20-2007, 17:28
Why on earth would you let missle units that are out of ammo stand in range of those who do. That would be a silly test proving only that longbowmen can get killed easier when they are out of ammo.
Then the longbowmen will be even more effective, since they can frontload their damage and run away before the crossbows can take revenge.
Then the longbowmen will be even more effective, since they can frontload their damage and run away before the crossbows can take revenge.
Actually I have an issue with the game engine there, in that ALL loading of all units is performed before firing. While this is very true of archers and siege weapons, it shouldn't be true of... just about anything else out there. While even if an archer's got his arrow nocked, he'll still have to draw once he reaches his firing position. Crossbows and firearms should always get off the first volley if other factors like range are equal. Crossbowmen should have their weapon's loaded long before approaching the enemy; they should be able to run up and fire immediately.
After all, the earliest crossbows were small and worthless against armor, they were a way of keeping a bow at ready without tiring out your arm. That advantage needs to be in the engine.
This is also a big issue for the ribault, as an anti-infantry weapon I shouldn't have to wait til an enemy is within firing range before they even start loading the weapon.
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