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econ21
05-16-2007, 21:08
I was preparing for a stint in a HRE PBM and looked at the unit stats. It occurred to me that there were only a handful of units (available circa 1200) that were worth considering recruiting.

Specifically for HRE:

Spears (anti-cav inf) - armoured spearmen
Swords (anti-inf inf) - dismounted feudal knights
Horse - Teutons
Missiles - pavisse crossbowmen

I wonder if it would be useful to compile similar lists for other factions? A kind of "best in class" analysis. This is party to guide gameplay (which is why I was doing it), but also to think about balancing. For example, it is fine for pavisse crossbowmen to be the "ultimate" missile unit for HRE (pre-gunpowder at least) as they are top of their tech tree. But it is odd to have DFKs at the top, as they make later units types (Zweihanders, Forlorn Hope, Imperials, Gothics) seem rather redundant. Teutons are marginal, as at least they are rationed by presence of the Guild, but ideally I would hope the Gothics were better.

There might be a case for some faster cavalry to chase fleeing generals - I'd plump for mailed knights or, for real fast cav, mounted crossbows (although they are not available in our PBM as of 1200).

For England, circa 1200, my list would be:

Spears - mercenary spears
Swords - armoured swords (DEK as optional flankers)
Horse - Hospitallers (or Templars)
Missiles - retinue longbowmen

From a "balance" point of view, this list seems less problematic than the HRE one - although armoured swords are probably a little too cost-effective given their upkeep, so the DEK are indeed just optional.

It's a bit sad from a diversity point of view, that despite having around 30 units a piece available, a HRE vs England match-up leads to top of the line armies that consist of what are essentially the same three melee units [vis (1) armoured/merc spears; (2) DFK/AS; and (3) crusader knights], with the only real difference being the longbow vs pavise distinction.

Anyone who has played other factions want to say what units they would include in their top of the line army? (Byz seem to have the biggest internal balance issue - 20 vards perhaps being optimal).

Doug-Thompson
05-16-2007, 21:17
Egypt

Spears — Saracen Militia
Swords — Hashishim
Horse (Melee) — Royal Mamluks (I should give you some grief, econ21, for leaving out missile cav.:whip: )
Missiles (Foot) — Naffatun; (Desert Archers are more readily avalible, however)
Missiles (Horse) — Mamluk Archers

econ21
05-16-2007, 21:23
I should give you some grief, econ21, for leaving out missile cav.:whip:

Good catch. :embarassed: I was being very parochial - they are just not available for England and HRE in my games around 1200, which is about as much as I've experienced.

Well, I have hired Turcopoles, but I confess I've not got much joy out of them. They seem to have very low life expectancy vs Egyptian armies.

Kobal2fr
05-17-2007, 01:27
For Spain :

Best Spears : Almughavars. They give you that Brutii feeling :)
Best Swords : DFKs, what else ?
Best Cav : Santiagos
Best HAs : JINETEEEES !
Missile : Pavise Crossbows ? Dunno really, usually Jinetes are enough

For the Danes :

Best Spears : Mercenaries (like the Brits, the Danes don't get spears at all, save for the militia)
Best Swords : either Dismounted Huscarls or Norse Swordsmen (which are somewhat inferior to DFKs, but much, much cheaper both to buy and maintain) depending on what you're facing. Axes against knights, Swords against Spears.
Best Cav : religious order (Warpriests can give a good account of themselves against other heavy cav and footknights, but they're difficult to get/maintain)
Best HAs : Crusade mercs from Turkey (can't remember the name, was it Turcopoles ?)
Missile : Norse Archers. Sure, their bows suck like a black hole, but they fight hand-to-hand as well as Norse Swords do, so who cares ? In fact, most of my armies are composed mainly of those, which may or may not be grossly overpowered :sweatdrop:

Shahed
05-17-2007, 02:00
If you are playing a fixed game econ, DFK are quickly redundant.
Zweihanders, Forlorn Hope, Imperials, Gothics are certainly not at all redundant in a fixed game.

All my recommendations are based on 1.20 + Carl's Fixer 1.14 OR any other combination of fixes and stat rebalance. Most will apply to vanilla 1.20 as well. Except for the assault/anti cavalry class. I will classify by period. These periods represent your military development rather than a specific date.

If anyone wants a reason for these choices, just ask.

ENGLAND
https://i101.photobucket.com/albums/m78/ShahedK/M2TW%20Signatures/England_SigL3.jpg

EARLY
Cavalry: Mailed Knights.
Missile: Longbowmen_Chain Mail.
Artillery: Ballistae.
Assault/Anti Cavalry: Billmen_Heavy Mail.
Swords: Dismounted Feudal Knights.
Spears: Spear Militia_Padded.

HIGH
Cavalry: Knights Hospitaller.
Missile: Longbowmen_Chain Mail, Sherwood Forresters.
Artillery: Ballistae, Trebuchet.
Assault/Anti Cavalry: Heavy Billmen_Heavy Mail.
Swords: Armored Swordsmen.
Spears: Spear Militia_Heavy Mail.

LATE
Cavalry: Knights Hospitaller, English Knights_Plate.
Missile: Retinue Longbowmen_Chain Mail, Sherwoood Forresters.
Artillery: Ballistae, Trebuchet.
Assault/Anti Cavalry: Dismounted English Knights_Plate.
Swords: Armored Swordsmen_Plate.
Spears: Spear Militia_Heavy Mail.

GUNPOWDER
Cavalry: Knights Hospitaller, English Knights_Plate.
Missile: Retinue Longbowmen_Chain Mail, Sherwoood Forresters, Arqbusiers.
Artillery: Mortar, Culverin.
Assault/Anti Cavalry: Dismounted English Knights_Plate.
Swords: Armored Swordsmen_Plate.
Spears: Spear Militia_Heavy Mail.

FactionHeir
05-17-2007, 02:19
Hmmm my personal choices for several factions would be in 1.02 (up until before gunpowder):

HRE:
Spears (anti-cav inf) - Armoured sergeants
Swords (anti-inf inf) - Dismounted imperial knights
Horse - Teutonic knights
Missiles - Pavise crossbowmen

England:
Spears - Levy spearmen
Swords - Armoured swordsmen
Horse - English knights
Missiles - Retinue longbowmen

France:
Spears - Voulgier
Swords - Dismounted feudal knights
Horse - Noble knights
Missiles - Scots guard

Sicily:
Spears - Armoured spearmen
Swords - Dismounted norman knights
Horse - Norman knights
Missiles - Muslim archers

Egypt:
Spears - Dismounted arab cavalry
Swords - Tabardariyya
Horse - Arab cavalry (IMO better than royal mamluks in most combats, plus retrainable anywhere)
Missiles - Naffatun

Shahed
05-17-2007, 02:20
All my recommendations are based on 1.20 + Carl's Fixer 1.14 OR any other combination of fixes and stat rebalance. Most will apply to vanilla 1.20 as well. Except for the assault/anti cavalry class. I will classify by period. These periods represent your military development rather than a specific date. If anyone wants a reason for these choices, just ask.

HOLY ROMAN EMPIRE
https://i101.photobucket.com/albums/m78/ShahedK/M2TW%20Signatures/HRE_SigL1.jpg

EARLY
Cavalry: Mailed Knights.
Missile: None.
Artillery: Ballistae.
Assault/Anti Cavalry: Halberd Militia_Chain Mail.
Swords: Dismounted Feudal Knights.
Spears: Spear Militia_Padded.

HIGH
Cavalry: Teutonic Knights.
Missile: Crossbow Militia_Chain Mail.
Artillery: Ballistae, Trebuchet.
Assault: Zweihander.
Anti-Cavary/Assault Support: Mounted Imperial Knights, Halberd Militia_Heavy Mail.
Swords: Dismounted Feudal Knights.
Spears: Sargeant Spearmen_Heavy Mail.

LATE
Cavalry: Teutonic Knights.
Missile: Pavise Crossbowmen_Chain Mail.
Artillery: Ballistae, Trebuchet.
Assault: Dismounted Gothic Knights.
Anti-Cavalry/Assault Support: Mounted Gothic Knights, Zweihander.
Swords: None.
Spears: Armored Sargeants_Heavy Mail.

GUNPOWDER
Cavalry: Teutonic Knights.
Missile Cavalry: Reiters.
Missile: Arqbusiers.
Anti Personnel Artillery: Serpentine.
Heavy Artillery/Anti Personnel Artillery Support: Basilisk.
Assault: Dismounted Gothic Knights, Folorn Hope.
Anti Cavalry/Assault Support: Mounted Gothic Knights, Zweihander.
Swords: None.
Spears: None.
Pikemen: Pike Militia.

Kobal2fr
05-17-2007, 04:51
:hijacked: BTW Sinan, what does "Ruhm ehre Vaterland" mean ? I know "Vaterland" means "home" (well, "the land of our fathers" really), so I assumed it meant "for our homeland !", but "our" would be "unsere" or something like that wouldn't it ? (I never could get the hang of German declensions)

Plus of course, the sentence lacks its usual German ending : "wird geworden werden zu sein gewerden haben" :laugh4::sweatdrop: :hijacked:

Shahed
05-17-2007, 04:59
ROFL !!! LMFAO !!!

Ruhm = Honneur = Honor
Ehre = Célèbre/Fameux (sp?) / Renomeé = Renown/Fame
Vaterland = Pays = Fatherland

Hey Kobal can you post some replays here s.t.p (https://forums.totalwar.org/vb/showthread.php?t=85435) ?

Flavius Merobaudes
05-17-2007, 06:22
:inquisitive: Nearly correct:

Ruhm = Fame
Ehre = Honor
Vaterland = Fatherland

sapi
05-17-2007, 08:22
Byzantines

Spear: Dismounted lankiton
Sword: Byz inf/varangian (former for defensive operations, the later for aggressive)
Cav: vards
Missile: Byz guard archers (<< excellent melee infantry too)

Daveybaby
05-17-2007, 10:12
Russia is tricky, cos they have a pretty different unit roster to most other factions.

Spear.... um... it'll have to be bog standard spearmen i guess, since there isnt much else to choose from. Not that i ever actually use them.
Sword... um... there arent any :grin:
Missile Inf : Dismounted Dvor
Melee Inf : Dismounted Dvor :wink:
Missile Cav : Dvor :wink: :wink:
Heavy Cav : Tsars Guard
Shock Troops : Berdiche Axemen

I should also put in a word for boyar sons, who are astoundingly powerful early on, especially for taking out enemy heavy cav / bodyguards.

And for kazakhs, who are crap on paper but very cheap and actually very useful missile cav.

And woodsmen, who are the cheapest unit in the game, yet have 13AP attack +4 charge bonus.

I love playing russia.

darth_napo
05-17-2007, 12:42
Order of Knights Templar (Stainless Steel 3.2)

Knights Hospitallers
Turkopoles
Dismounted Knights Hospitallers
Swiss Guards
Muslim Archers
Arquebuisers

that lineup owns all :D:lol:

rvg
05-17-2007, 14:23
For the Byz:

Spear: N/A (Castle level spears same as militia)
Sword: Fully upgraded Dis. Byz. Lancers. ; Dis. Latinkon if unupgraded.
Archers: Byz. Guard Archers
Shock Troops: Varangs!!!!!!!
Heavy Horse: Kataphractoi (Latinkons charge better, but Kataphracts live longer)
Missile Horse: Vardariotai, of course!!!!!
Gunpowder: ...

SpaceUnion
05-17-2007, 22:17
Does anyone use Gothic Knights for any particular reason if they have the Teutonic Knights? I just wanted to know if I could employ them to any use since I think they look pretty cool and have an awesome name. ;)

FactionHeir
05-17-2007, 22:49
Not with 1.02 as pre-patch, non shielded units (i.e. gothics) were much more powerful than shielded ones.

gibsonsg91921
05-17-2007, 22:56
where do you find m2tw save files to pbem?

locked_thread
05-18-2007, 02:13
edit

dopp
05-18-2007, 02:40
I think missile weapons and artillery for the most part ramp up the tech tree decently (except perhaps for those laser-guided APFSDS ballistas), spears to pikes are pretty okay as well, but heavy infantry and cavalry (light, heavy and missile) are where basic DFKs and mailed knights can take care of your needs for the entire game, which is disappointing as some of the coolest late-era units can be found in these two categories.

Shahed
05-18-2007, 03:05
I made the same observations.

1. Any faction that has MK and DFK, does'nt need to upgrade any further in swords or heavy cavalry.
2. There is no great incentive to climb the tech ladder for these factions because their fundamental MK & DFK if correctly deployed will rack experience and will be gold chevrons (easily) by the time the high end late era arrives.
3. This makes those fancy later units less important to the game.
4. The AI armies need some encouragement (money scripts, gifts, campaign scripts etc) in order to successfully tech up. It happens but not frequently enough to warrant DGK, GK or any other top end unit being employed by the player.
5. The top end units are green, whereas your base units are gold. Lot of work to get there and little incentive to disband.

One solution I would suggest is that base units like MK be themselves upgradable to other units, for example.

ENGLAND
EARLY HIGH LATE
MK -> FK -> EK
DFK -> BW -> AS

BW = Black Watch.

I inserted this unit to have an inbetween unit corresponding to each era. You can insert anything, Queen's Queers, Leicester Lampoons ... Dismounted Guards... whatever. This way there is an incentive to upgrade. You can still recruit the lower level units if you really want to but can also convert the unit itself, retaining it's experience. You could make it applicable only to select units as well.

Foz
05-18-2007, 03:07
Does anyone use Gothic Knights for any particular reason if they have the Teutonic Knights? I just wanted to know if I could employ them to any use since I think they look pretty cool and have an awesome name. ;)

Well they could be considered better at a base level on paper (due to having armor instead of shield points and thus better all-around protection even if 1 point weaker in the front), but it doesn't really pan out. They share the same attack numbers, both primary and secondary, and the same great AP secondary attack. Any doubt that Teutonic Knights are better is erased by their earlier upgrade levels and longer upgrade series, which will end up giving them about the same base armor level, plus their shield on top. GKs are no slouches though, and if you enjoy seeing them there's really no harm in recruiting them just because they look cool. They're still vastly superior to any other heavy cav you can recruit save Teutons.

One other thing to consider is your ability to retrain. As your faction expands you simply aren't going to inherit Teutonic guilds, so retraining those guys becomes more and more prohibitive. You may, however, inherit King's Stables and be able to retrain GKs at the front line. Even if you do not, you can always build the stables there and use them as retraining stations. The ability to retrain at the front instead of running back home for 10 turns can be invaluable and shouldn't be simply written off. You'll also want a swordsmiths guild somewhere as it gives a faction bonus to heavy cav, so I figure since Teutonics won't be available in that settlement, it might as well crank out some Gothic Knights instead, even if just for your pleasure and some army variety. It's no fun to look at a clone army.

You can also send your TKs over there for a melee upgrade if you are so inclined. Not that they really need to do any more damage than their already-sick stats allow...

Shahed
05-18-2007, 03:19
where do you find m2tw save files to pbem?

Check the PBEM Forum. (https://forums.totalwar.org/vb/forumdisplay.php?f=8) (<-Link)

IrishArmenian
05-18-2007, 06:30
Russia
Cavalry: Tsar's Guard. Nothing beats these guys in my book.
Missile Cavalry: Cossack Cavalry. The only reason I picked them over the Dvor was because of Cossacks' mobility advantage.
Missile Infantry: Dismounted Dvor, definitley.
Infantry: Berdiche Axemen with the 1.02 patch. For cost effectiveness, however, I might go with the woodsmen.
Spears: Spearmen, the Rus' only weakness for all eras.

Miracle
05-18-2007, 09:19
Building upon what Foz has said, I think it's important to include other characteristics besides in-game stats into the definition of "best." The best units should perform well in each of the categories below: Combat Ability - ability to receive and deal damage
Versatility and Adaptability - ability to attack different types of units with moderate to high proficiency and doing so in most terrain conditions
Training and Upkeep Cost
Building and Technology Requirements
Upgradabilty and Potential Exp Bonuses - what level armor the unit can be upgraded to and how easy it is for its faction to provide exp from guilds and buildings
Unit Size and Hitpoints
Range, Ammo and Accuracy (if applicable)
Special Abilities
Marching and Running Speed
Morale, Stamina, Discipline and Training
Recruitment Pool and Replenishment Rate
Aesthetics - hey it's gotta look cool, right?Examples:

What is the best Spanish swordsmen unit?

Answer: Swordsmen Militia. SM retain 75%-85% of the combat ability of DFK's while requiring 70% of the training cost and only 0%-44% of the upkeep cost. Since army upkeep is normally the biggest part of the expenses, this is a big deal. They require large city-level militia drill squares to build, which are more plentiful in the high/late eras than fortresses (most players have more cities than castles). In addition, wealthy, sea-accessible regions like Italy and Britain tend to have very well-developed cities making retraining SM easier. SM can be upgraded to heavy mail which gives +2 armor as opposed to the +1 from DFK's partial plate. On the downside, SM's may rout sooner against cavalry charges and tire more quickly in extended melees than DFK, but the former is avoidable and the latter is negligible.

What HA are better, Byzantine Vardariotai or Egyptian Mamluk Archers?

Answer: This may be surprising but I believe Mamluk Archers are better. The chief reason why is spammability. Vards are limited to a recruitment pool of two units at castles and three at fortresses. Upgrading to citadel walls and the stables line does nothing to increase the pool. In contrast Mamluk Archers' pool can be increased from citadel walls, the stables line and Sultan's Racing Tracks in cities. So it becomes far easier to spam MA, especially in High/Late. MA's combat abilities are still quite formidable compared to Vards so you're not losing out too much. It's also offset somewhat because it's far easier for Egypt to obtain a Horse Breeder's Guild HQ than Byzantium. Price is not an issue because both Egypt and Byzantium can hold very rich cities and resources early on. MA are slower than Vards but their bow range makes that less important. So the question comes down to, would you rather have one Vard and one Byzantine Cavalry, or two Mamluk Archers with exp? The choice becomes obvious.

HoreTore
05-18-2007, 17:00
Polish army before you hit Citadels and gunpowder:

20 Polish nobles. No need for anything else at all, although you could throw in some order knights for fun.

andrewt
05-18-2007, 21:39
The problem is the quality of DFK. The next in line, chivalric knights, require way more expensive buildings and only gives 1 additional armor. For something that has 21 total defense, 1 additional armor is pretty pathetic. Morale is the same, attack is the same, charge is the same, etc. I forgot the stat of mailed knights but I think there's more improvement there. Another problem I saw with western factions is that almost all the knights units past mailed knights are similar. There isn't much variety.

Shahed
05-19-2007, 18:15
That's true, more differentiation might be good.

Empirate
05-21-2007, 17:24
Hungarian DCK actually have inferior stats to DFK, if there isn't something I've overlooked - this might be due to armor upgrades being available earlier or something like that. However, DCK seem to perform better than DFK as far as I have found. Maybe there is some hidden variable entering into the equation as well. Also, DCK have slightly less upkeep... for what it's worth.

I'll try a list for Hungary:
Swordsmen: DCK
Spearmen: Pavese Spearman
Foot Missile: Pavese Crossbow Militia
Heavy Cavalry: Hospitaller Knights / Royal Banderium
Missile Cavalry: Hungarian Nobles
Artillery: Basilisk (Serpentine vs. troops)

Doug-Thompson
05-21-2007, 17:50
FactionHeir:

I agree with the remarks about Arab Cavalry being retrainable everywhere, but can't agree about dismounted Arab Cavalry as being the best spears:

1. The dismounted cav only have 60 men (normal) compared to Saracens' 75, and 1 point less armor. This makes them much more vulnerable to missile fire. More men get killed and there are fewer to start with.

2. Maintenance cost for DAC is 150. Maintenance cost for Saracens can be as low as 0 and no higher than 155, depending on location.

3. Morale and training stats are the same, although DAC suffer less in the heat.

4. Saracen Infantry can form schiltron.

On the other hand, DAC have the same advantage as AC -- you can build them anywhere.

It's close, but I still have to give the prize to Saracens.

FactionHeir
05-21-2007, 20:18
I was thinking about that shortly after I posted the list but didn't edit my post. Its quite a close call.

Foz
05-21-2007, 20:25
Hungarian DCK actually have inferior stats to DFK, if there isn't something I've overlooked - this might be due to armor upgrades being available earlier or something like that. However, DCK seem to perform better than DFK as far as I have found. Maybe there is some hidden variable entering into the equation as well. Also, DCK have slightly less upkeep... for what it's worth.

Actually they have the same upkeep... and DCK cost a bit more to recruit.

DCK stats, while somewhat inferior, do break down differently than DFK stats (in a good way).

DFK armor/skill/shield:
7/8/6
DCK armor/skill/shield:
8/8/3

This gives DFK the following armors:
Front - 21
Side - 18
Rear - 7

and DCK have:
Front - 19
Side - 17/18 (I don't know whether the game rounds 1.5 up or down)
Rear - 8

So they're nearly as good as DFK, just not quite. The only other possible explanation for DCK performing better than DFK would be if they had better (faster) animations which allowed them to attack more often. If they do, I haven't noticed it, and I seem to have DFKs beating DCKs routinely in 1v1 battles, so I'm guessing you have simply had a few weird experiences that have led you to false conclusions.

Or I suppose you could be using a non-1.2 version of the game, or a 1.2 that patched incorrectly. If your game still has the shield bug (pre-1.2), then DCKs would probably be better because they have substantially less shield points, meaning it would drag them down less and they'd probably end up more effective.

In any case, you should probably run DFK (any faction, they're identical) against Hungarian DCK a few times and see what happens for you. As I said the DFKs beat them for me, so if they don't for you then maybe something is up with your game.

Doug-Thompson
05-21-2007, 22:21
Re: Best Egyptian Melee cav.

I looked up my old Egyptian unit guide, and found this about Arab Cavalry:




a. Arab Cavalry ...

I’m more impressed with this unit after every campaign. Although described as light cavalry, look at the stats: Attack and defense are each one point below the values of a Western mailed knight. Charge is much weaker -- mailed knights have a value of 6 there -- but Arab Cavalry costs only three-fourths as much to make and 75 florins less per turn to maintain. Put another way, recruiting an English mailed knight unit and using it at full strength for 10 turns costs 3,180 florins. The same calculation for AC is 2,260. Spend the difference on upgrades, or you can build and maintain 140 Desert Cavalry for 10 turns for the cost of 100 mailed knights ....

Perceptive readers will note that Mamluk Archer melee stats are very comparable, with a very close attack values plus the anti-armor effect of a mace instead of the Arab Cavalry’s sword. Defense is notably better. However, Mamluk Archers are very expensive units.

b. Mameluks (Melee) ...

A price of 820 florins is a lot for a glorified feudal knight unit. Note, however, that the maintenance cost is 40 florins a turn less than that of a mere mailed knight. At least you get your money back. Also, watch the Mamluks’ maces come out in melee, giving them tough fighters against armored units. Again, once you get this unit in melee against something with a better charge, keep them locked there and look around for some javelin unit to make a vital contribution.

Despite the expense of melee Mamluks, there are some jobs just too tough for Arab Cavalry. Mamluks can hold out longer. Their defense isn’t a whole lot better, but their higher attack means that high-end knight units don’t get a numbers advantage over them as quickly as against Arab Cavalry.

c. Royal Mamluks ...

This one can go head-to-head against any Western knight unit of equal experience and upgrades thanks to it's anti-armor bonus in melee, but requires a citadel with a Caliph's stable. If you keep playing or fight battles on the Internet, the same rule about keeping the enemy in melee and not allowing repeated charges still applies. Also, it's penalty for fighting in the heat (desert) is notably less than that for European units of similar quality.

In short, as FactionHeir pointed out, Arab cavalry can be restored or built anywhere and are quite comparable in the stats with their much more expensive breathren. They don't have the moral, discipline and training of the more expensive melee cavalry units but an experienced Arab Cavalry is a fine unit.

Doug-Thompson
05-21-2007, 22:36
MOORS:

Spears: Lamtuna Spearmen*
Swords: Hashishim
Missiles: Desert Archers
Melee Cav: Christian Guards
Missile Cav: Grandine Jinete, until the Camel Gunner is invented.

*Lamtuna Spearmen are the best of a sorry lot. They have NO armor and die miserably to missiles. You're better off with Urban Militia, even against knights.

Shahed
05-22-2007, 01:01
I'd like to do my take on the Moors.

All my recommendations are based on 1.20 + Carl's Fixer 1.14 OR any other combination of fixes and stat rebalance.

Most will apply to vanilla 1.20 as well. Except for the assault/anti cavalry class. I will classify by period. These periods represent your military development rather than a specific date. these recommendations also take progression and flavor into account. If anyone wants a reason for these choices, just ask. I'm not 100% sure of the armor upgrades, working from memory.

THE MOORS
https://i101.photobucket.com/albums/m78/ShahedK/M2TW%20Signatures/Moors_SigM2.jpg

EARLY
Cavalry: Arab Cavalry.
Anti Cavalry: Tuareg Camel Spearmen_Padded Armor.
Missile Cavalry: Desert Cavalry_Padded Armor.
Missile: Desert Archers_Padded Armor, Sudanese Javelins_Padded Armor.
Artillery: Ballistae.
Swords: Urban Militia_Chain Mail.
Spears: Dismounted Tuareg Spearmen_Padded Armor.

HIGH
Cavalry: Grenadine Lancers.
Anti Cavalry: Tuareg Camel Spearmen_Padded Armor.
Missile Cavalry: Grenadine Jinettes_Heavy Mail, Grenadine Crossbow Cavalry.
Missile: Desert Archers_Padded Armor, Crossbow Militia_Padded Armor.
Artillery: Ballistae, Trebuchet.
Swords: Dismounted Christian Guard.
Spears: Dismounted Arab Cavalry.

LATE
Cavalry: Christian Guard.
Anti Cavalry: Tuareg Camel Spearmen_Padded Armor.
Missile Cavalry: Grenadine Jinettes_Heavy Mail, Grenadine Crossbow Cavalry.
Missile: Desert Archers_Padded Armor, Crossbow Militia_Padded Armor.
Artillery: Ballistae, Trebuchet.
Swords: Dismounted Christian Guard, HashashiN.
Spears: Dismounted Arab Cavalry_Chain Mail.

GUNPOWDER
Cavalry: Christian Guard.
Anti Cavalry: Tuareg Camel Spearmen_Padded Armor.
Missile Cavalry: Grenadine Jinettes_Heavy Mail, Camel Gunners.
Missile: Sudanese Gunners_Padded Armor.
Assault: Handgunners.
Swords: Dismounted Christian Guard, HashashiN.
Spears: None.
Artillery: Cannon.

Alsn
05-22-2007, 05:47
No offense sinan, but you basically just listed every unit that the moors get in the order that they get them minus the obvious gimp units(early militias, peasants etc) :P

IrishArmenian
05-22-2007, 06:27
I thought the Hungarian roster was rather drab. Very laboured, very forced. Not all that creative nor appealing in my opinion.

Shahed
05-22-2007, 06:54
None taken.

I did not list every unit, bar "gimps". It would have been impressive to include suggestions, improvements and comments. One of the purposes of a forum is to learn from each other, and that's what I can offer for The Moors, for anyone who is interested. Not everyone has a great mastery of the game and a lot of people come here for tips. It's not necessary to state the obvious for "vets" but many beginners appreciate it.

It could also be a much more simplistic listing: Christian Guard, Camel Gunners. You don't need anything else so why bother listing anything else. Who cares about different class when one class is enough. All other units are gimps compared to Camel Gunners. All other units are gimps compared to cavalry. the list could be simpler still: Camel Gunners. It would be great to see any army that can stand up to 20 Camel Gunners. Or you could simply list one unit which was considered the best, but we've seen that best means many different things to many different people. So why bother with anything else. The reason is as follows.

I play the game with as much variety and psychological application as I can. I am not an arcade gamer, as far as TW is concerned.
I am an arcade gamer when I play BF2142.

I think the idea is "best of class". Since I thought that this classification is incomplete and can be more complete if I set out what I consider to be the best of class plus a listing which could help with army composition. You can use the above to compose an army in each era. Each army will be effective, FUN and flavorful, and it uses units which I consider best of class for each class, for that faction. For example:-

Muwahid Gunpowder Combined Arms Army 1

1 Bodyguard.
1 Christian Guard.
2 Grenadine Jinettes_Heavy Mail.
4 Camel Gunners.
4 Sudanese Gunners_Padded Armor.
4 Handgunners.
4 Canon.


DEPLOYMENT
https://i101.photobucket.com/albums/m78/ShahedK/M2TW%20Army%20Compositions/Muwahid_Gunpowder_A1.png

Tactics for this army are quite evident, but best explained through diagrams.
This is all I have time to do right now. Maybe I'll add to it, on another occasion.

I've also done an HRE listing (https://forums.totalwar.org/vb/showpost.php?p=1544875&postcount=7) (<-link) and an England listing. (https://forums.totalwar.org/vb/showpost.php?p=1544889&postcount=5) (<-link)

Miracle
05-22-2007, 08:44
Doug-Thompson:

Egypt has such a great early game economy that cost really isn't an issue. It is trivially easy to Jihad towards Antioch and take Jerusalem along the way. Sacking these cities and developing them means you're economically set for the rest of the game. Not to mention the rich and unspoiled resources of Dongola are only a few turns away. That means one should use Mamluks/Mamluk Archers whenever possible despite their cost. It's also worth noting how mutually beneficial MA and Desert Cavalry are. MA are good against weak massed units while DC are good against smaller more armored ones. When it comes to melee it's completely opposite - MA's maces do well against armored foes while DC can mop up the rabble left over.

As for the Moors, their best swordsmen units are DCG and Urban Militia, not Hashashim. Assassin's Guilds are hard to come by making retraining a huge chore. DCG's have nearly the same stats and twice the unit size to make up for their less HP. Urban Militia are particularly good for assaulting the big rich cities of Italy and Britain. Both feature lower upkeep costs and greater availability.

Sinan:

- Moorish swords don't appear in the Early game (Minor City/Fortress or below)
- Dismounted Tuaregs aren't in the campaign
- Lamtuna and Merc spearmen are better in High
- Christian Guards can be considered High because they're available from Huge Walls
- Merc Xbows are probably better pre-gun missiles because of their power and ubiquity.
- Can you define "Assault"? It could mean a lot of things.
- Seriously, that last post was WAY over the top.

Empirate
05-22-2007, 09:39
Foz... you're so obviously right about the shield bug thing it's embarassing. I have a fully functional patched 1.2 game now, but all my experience date to the dark pre-1.2 era. So that explains why DCK performed better. I didn't believe it was limited to Hungary, that was just the faction I had most experience with.
IrishArmenian... unfortunately I have to second your opinion of the Hungarian roster being a bit un-unique. In MTW they had very cool unique or semi-unique units like Szekely, Jobbagy, Slav Warriors and Slav Spearmen, together with some typical Catholic faction stuff. This used to make for an explosive mixture. Somehow, in M2TW, they ended up like they were just a bunch of units thrown together. Hungarian Nobles may take the place of Szekely, but those were better in comparison. Besides, HN are quite similar to Byz Vardariotai or Eggy Mamluk Archers, so no points for uniqueness. The basic Magyar Cavalry is so much inferior, and HN technology so easy to reach, that I almost never use Magyars. Royal Banderium is just another heavy cav unit, and as we all know, there's just not much variety to go around in this field. Battlefield Assassins might be cool, but I never got them because I like my reliable reputation. I wasn't even ever offered and assassin's guild. Besides, it strikes me as highly dubitable that the Hungarians of all factions should get these guys... :inquisitive:
The rest is jumbled together. Very good artillery, very good ships, both for no reason I can see. Halberd Militia. Hm. Standard knights, mounted and dismounted, OK, I can live with that. Bad castle missile troops, I never build them, they're so inferior to Pavese Crossbow Militia. Croat Axemen, a bad ripoff of Billmen. Ditto for Transsylvanian Peasants. Leaves you with standard armies plus a few Hungarian Nobles thrown in there.

Still, what I like about the Hungarians is their strategic position: Easier to crusade than with any other country. Smack in the middle of the Balkans, with easy access to Italy, Greece/Constantinople, or the eastern steppes. Surrounded by factions just like the HRE, but with more trading potential.

dopp
05-22-2007, 09:45
One solution I would suggest is that base units like MK be themselves upgradable to other units, for example.

That was a feature in the original MTW (retraining royal bodyguards from early to high and late), but it never became universal and never survived the transition to RTW.

FactionHeir
05-22-2007, 11:07
Sinan: Why crossbow militia? Those are weak and have short range. Peasant crossbowmen on the other hand have long range missiles and good attack/defense.

Shahed
05-22-2007, 12:21
Hi FH, IIRC Peasant Crossbows come from castles and I specialise my castles to produce cavalry, as Moors. Never ever produced them, am aware of the differences. I might have to revise the whole plan, but I think it's not worth it. You have like 8 types of cavalry to choose from over 2 types of crossbows. The way I was thinking of it is if you must produce foot archers then it's DAs from castles, XbowM from cities.

Any comments on the HRE and England listings ?

econ21
05-22-2007, 13:01
Sinan: Why crossbow militia? Those are weak and have short range. Peasant crossbowmen on the other hand have long range missiles and good attack/defense.

Do you mean pavise crossbowmen rather than peasant crossbowmen?

Peasant crossbowmen and crossbow militia are identical in range, att/def and indeed all stats.

Pavise crossbows rock, obviously, but Sinan included them in his higher tech listings.

Shahed
05-22-2007, 13:52
econ, Middle Eastern Peasant Xbows have higher missile attack and defence (IIRC) than Middle Easterm Crossbow Militia. the army that I posted there for the Moors is not an easy one to play with, it was an example. I just played a custom battle with that army. It was hard, approximately 450 losses to 1000 kills, but it was FUN ! Deploy it like that, try it vs a French army, 4 Knights, 4 Xbows, 4 Artillery, 4 DFK, 4 Armored Sargeants. If you can win that easily, then it will be easier in campaign. I'm dragging this thread a bit OT maybe ?

Bobo
05-22-2007, 18:41
Milan:

Front: Inzaghi
Center: Seedorf and Kaká
Rear: Cafu
General: Maldini

:laugh4:

Doug-Thompson
05-22-2007, 22:01
Cost is always an issue. Always.

FactionHeir
05-22-2007, 22:14
type ME Crossbow Militia
soldier ME_Crossbow_Militia, 48, 0, 0.8
attributes sea_faring, hide_forest, can_withdraw, free_upkeep_unit
stat_pri 9, 1, crossbow_bolt, 120, 30, missile, missile_mechanical, piercing, none, 25, 1
stat_pri_attr ap
stat_sec 6, 1, no, 0, 0, melee, melee_blade, piercing, sword, 25, 1
stat_sec_attr no
stat_pri_armour 5, 3, 0, metal
stat_heat 1
stat_mental 3, normal, trained
stat_cost 1, 330, 100, 65, 50, 330, 4, 80
armour_ug_levels 2, 3
ownership moors
;unit_info 6, 9, 8




type ME Peasant Crossbowmen
soldier ME_Peasant_Crossbowmen, 48, 0, 0.8
stat_pri 12, 1, steel_crossbow_bolt, 160, 30, missile, missile_mechanical, piercing, none, 25, 1
stat_pri_attr ap
stat_sec 7, 1, no, 0, 0, melee, melee_blade, piercing, sword, 25, 1
stat_sec_attr no
stat_pri_armour 0, 4, 0, flesh
stat_heat 0
stat_mental 3, normal, trained
stat_cost 1, 400, 100, 65, 50, 400, 4, 100
armour_ug_levels 0, 1
ownership moors, slave
;unit_info 7, 12, 4


Above snippets show the main important stats.
ME Peasant Xbows have 40 more range than Militia Xbows, do 3 more ranged and 1 more melee damage but have 4 less armor (1 difference after upgrading armor). They also tire more slowly in deserts and cost 70 more to hire but have the same low upkeep.

dopp
05-23-2007, 12:33
Middle Eastern ones right? Econ21 was referring to regular European xbows. Moorish militias of all types are almost on par with professionals.

econ21
05-23-2007, 13:07
Middle Eastern ones right? Econ21 was referring to regular European xbows.

Don't mind me - I was being ignorant and inattentive. :embarassed:


Moorish militias of all types are almost on par with professionals.

I did not know that - I will have to study my FAUST; I only really know the two factions I've played (England & HRE).

Shahed
05-23-2007, 15:45
I have'nt played much of the Moors either, but I thought I'd give it my best shot.
That list can definetely be improved. Oh well.... back to the drawing board gents.
I'll Make some more armies out of that list and see how it looks.

Per Ole
05-23-2007, 17:13
Danes:
Spears: Obdushaer
Swords: Dismounted Chivalric Knights
Assult: Norse Axemen
Missile: Norse Archers
Missile Cav: Mounted Crossbowmen (If I remember correctly)
Heavy cav: Norse War Clerics


The danes are great though, cous they get Norse Swordsmen and Dismounted Huscarls very early, and these totally own everything else at the time.

John_Longarrow
05-23-2007, 19:03
Sinan,

Up until Camel Gunners become available, I seldom build cav in a fort with the Moors. Since they can produce desert cav in cities I tend to build the race tracks and then start kicking out the Jav Cav. I've found them to be highly effective against most enemies.

I've found that forts are very good for turning out both Desert Archers and Crossbows. I tend to go with the archers though as their faster rate of fire fits better with my fast pace of battle.