View Full Version : Observation - Sherwood Foresters
InsaneApache
12-02-2007, 17:21
Hi guys,
I just built a Foresters guild thingy in Staufen and I get the chance to recruit some of the above. Nice melee and range points.....and then the bonus of 2 hitpoints. Been playing the game since it came out and didn't have a clue I could recruit these. Just goes to show, don't it?
Anyone else used these? Any thoughts or tips?
Cheers.
IA.
PS Playing as England (Now the UK :wink:)
IMO excellent snipers due to long range and good accuracy.
Privateerkev
12-02-2007, 20:12
I use them at the flanks of my army as skirmishers. Put them way out on the flanks on high ground and in the woods. Use them to put enfilade fire on the flanks of the advancing enemy army.
Slug For A Butt
12-02-2007, 20:44
I find they make good General snipers out wide with a unit of spears next to them. :smg:
And for some reason they seem to gain exp quickly too. Maybe just me talking crap though.
Rhyfelwyr
12-02-2007, 21:03
They probably would gain experience quickly, since IIRC experience is determined by the number of kills compared to the number of men in the unit. So powerful stats + small unit = high experience.
IrishArmenian
12-02-2007, 21:15
Hi guys,
I just built a Foresters guild thingy in Staufen and I get the chance to recruit some of the above. Nice melee and range points.....and then the bonus of 2 hitpoints. Been playing the game since it came out and didn't have a clue I could recruit these. Just goes to show, don't it?
Anyone else used these? Any thoughts or tips?
Cheers.
IA.
PS Playing as England (Now the UK :wink:)
Isn't the guild unique to Nottingham?
jsadighi
12-02-2007, 21:19
Isn't the guild unique to Nottingham?
Nope, I remember getting the Woodsman's guild in Normandy once. It was kind of cool being able to recruit Norman Sherwood Foresters! :2thumbsup:
Monsieur Alphonse
12-02-2007, 22:23
The woodsmen guild is unique to England. But England can build it every where. I once relocated England to the Holy Land and build one there.
Why do foresters have 2HP?
WhiskeyGhost
12-03-2007, 04:22
Why do foresters have 2HP?
the Sherwood archers get 2hp, but their units are smaller (half size approximately)
Why do foresters have 2HP?
Perhaps because Robin Hood was notoriously hard to hit. :inquisitive: :clown:
Cos they are elite an unit? :sweatdrop:
TheLastPrivate
12-03-2007, 05:31
I would've rather preferred bigger unit size to 2hp, as that would benefit their role better... but they make great hidden flank shooters.
ReiseReise
12-03-2007, 10:59
All of the "hide anywhere" units are half size - makes sense. 2HP just lets them survive a melee/missile duel since they will be greatly outnumbered.
Walternat0r
12-04-2007, 15:16
Is there any way of encouraging a Foresters guild? Loads of archer buildings for instance or just rejecting every other guild until they pop along?
Is there any way of encouraging a Foresters guild? Loads of archer buildings for instance or just rejecting every other guild until they pop along?
Whenever I play England I end up with a Forester's guild in Nottingham. This is almost certainly because I pump out longbowmen from that castle at the expense of everything else. There's probably more to it that that, though.
Monsieur Alphonse
12-04-2007, 16:41
Copied from Daveybaby's guide in the guide section:
To Gain Woodsman’s Guild Points:
Recruit archers (England only!): +10/15/20 settlement (depending on unit)
Build brothel series: +10/15/20/25/30 settlement, +0/0/0/2/5 others
Governor with chivalry >4: +5 settlement (per turn)
Note: Most archer types give a +10 settlement bonus, except for Longbowmen/Yeomen Archers (+15) and Sherwood archers (+20)
Ramses II CP
12-05-2007, 02:50
Just train a bunch of archers once you figure out which citadel you want to have the guild. It's almost unavoidable if you're playing England. Personally I like to put it in the middle east after the first crusade so I can use the fully experienced SAs against the Mongols. Get the Pope to crusade for Damascus, convert it to a castle (It's off the sea so it's better to have it one than Acre, Gaza, or Adana) and get to work recruiting archers.
FYI if you disband the archers after you recruit them they get added back to the list, so that you can continuously train them in groups of three. Waste of money perhaps, but you'll have the guild in no time.
:egypt:
Privateerkev
12-05-2007, 07:49
I'm absolutely amused that "Woodsmen" will build a guild if the settlement has a high-chivalry general and the presence of prostitutes...
So they are drawn to chivalrous leaders yet still wish for the prescence of women that help "raise their morale"?
:laugh4:
Brutal DLX
12-05-2007, 14:49
Well, I made the Woodsmen Guild available to Russia and Poland too (without the Sherwood archer ofc), seemed kind of a waste to restrict it to one single faction only.
By the way, I never noticed that trained units, if disbanded, directly go back into the recr. pool. Gotta check that out.
Old Geezer
12-08-2007, 19:15
Well, here's another thing C/A better fix. Sherwood Foresters in the Thuringen Wald? Next thing ya'll be a buildin Robin Hood in Florida? Have you no shame?
Well, here's another thing C/A better fix. Sherwood Foresters in the Thuringen Wald? Next thing ya'll be a buildin Robin Hood in Florida? Have you no shame?
eh - you want to limit the whole guild to one province? no thanks - it's bad enough that it's only one faction atm.
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