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Voivode of Romania
12-31-2007, 04:31
I am playinag as Russia. I own all the lands from the north except Sweeden and Norway, lands north and east of the Black Sea, the eastern part of Central Europe.
The mongols have appeared for quite a while now, and they have conquered all of the Middle East, Turkey, Egypt, and Greece. When they reached my borders, I made an alliance with them by giving them an unimportant province and 10k for 10 turns.
I now received a message saying merchants and travellers are speaking of a new threat (Timurids).

-What turn/year do he Timurids appear.
-How large is there army?
-What units are there in theier army?
-How do I counter thier units?

P.S. Feel free to write any stories of your experiences with the Timurids.

Noncommunist
12-31-2007, 04:51
The timurids will be coming and they are sort of like the mongols except that they have more infantry and they have elephants.

Ramses II CP
12-31-2007, 05:48
The key to defeating the Timurids are their elephants. The basic counters are to bring an army similar to what you used against the Mongols, but to add enough ballistae or accurate cannon type weapons (Serpentines are best IMHO) to cause the elephants to go berserk or die before they can reach your lines.

Actually, since you're Russian, you have some excellent javelin cavalry if I remember right. Javelins can inflict heavy losses on the elephants, so your first goal should be to expend your javelins thinning out their elephants.

Don't send infantry after the elephants unless you have incredibly overwhelming numbers or you have no other choice.

You can also try hiring your own mercenary elephants in the Jedda or Baghdad region, but they simply don't compare to the Timurid elephants and shouldn't be used in a head to head battle against them.

:egypt:

Voivode of Romania
12-31-2007, 06:05
Thank you Ramses II CP.

Are musketeers any good on elephants?
I like musketeers and make lots of them, so would a bunch of musketeers do significant damage to them?

Cheetah
12-31-2007, 08:38
You are better off with boyar sons. Jav cav is the arch nemesis of war eles.

Zarky
12-31-2007, 10:37
Trust me, you don“t want to use Musketeers so much... They are next to useless in some battles, such as being frontal charged by elephants. What you need is the already said accurate artillery and good skirmishers, if Elephants amok before they reach your lines, good! I once killed very dreadful enemy general this way ^^

FactionHeir
12-31-2007, 10:46
Having a few muskets isn't too bad. Nice morale hit and range against the elephants which combined with javelins and other projectiles makes them rout and go amok.

ReiseReise
12-31-2007, 13:42
Do the timurids fight the mongols if they are both on the map, or do they tend to make peace?

FactionHeir
12-31-2007, 14:19
Depends.
Usually fight each other

Fisherking
12-31-2007, 14:26
Do the timurids fight the mongols if they are both on the map, or do they tend to make peace?


I have seen the Timurids take over and eliminate the Mongols on a few occasions, but usually they show up in different places, so this likely means in Russia this time.

Ramses II CP
12-31-2007, 16:55
Yeah, I'd say musketeers can't really kill elephants reliably, but they definitely encourage them to go amok. Your javelin cavalry will be doing most of the killing. Musketeers are generally useful for morale damage, and the Timurids don't have the same 10 star command generals as the Mongols to keep their troops fighting, but I wouldn't bring them in huge numbers. Russia's big problem, if I remember right, is the lack of spearmen to absorb charges. Buy yourself some mercenary spearmen or something so you can soak up the Timurid heavy cavalry charges, and then your javelins can take out the elephants and the musketeers can probably handle the Timurid infantry.

Good luck!

:egypt:

predaturd
12-31-2007, 17:27
when you kill 1 mongol warrior 10 more rise up from the hell of whenst he came

when you kill a timurid ALL of hell rises up against you

the timurids are unbeatable you kill them once they come back more powerful than ever WITH ELEPHANTS AND CANNONS AND OH DEAR LORD ELEPHANT CANNONEERS!!!

Voivode of Romania
12-31-2007, 17:29
Thanks. My major training hubs are Bran, Novogorod, Bresalu, Bucharest, and Iasi (mainly Bran, Iasi, and Novogorod). So for the most part I have huge armies on the border with the Mongols.

What provinces do the Timurids tend to take?

FactionHeir
12-31-2007, 17:31
Well, none? :grin:

Usually their forces tend to try and take the province they spawn at. Then usually carve their way westwards if they aren't docile. They have always been docile in my games.

Voivode of Romania
12-31-2007, 18:02
If you use a mod, does it alter anything? (I play v1.0)

FactionHeir
12-31-2007, 18:06
As far as I am aware, none of the mods including the AI specific ones are proven to make the mongols and timurids conquer as they should.

1.2/1.3 is the newest version, but not balanced at all, so in a way 1.0 is still fairly well balanced overall in comparison. Still, I would recommend you upgrades for the other fixes.

Voivode of Romania
12-31-2007, 18:12
Which mod do you reccomend?

FactionHeir
12-31-2007, 20:07
For the mongols? None. There is no mod out there that will definitely make them attack you from my own observations.

Voivode of Romania
12-31-2007, 20:27
Thank you, but what I meant was what mods in general do you reccomend?

FactionHeir
12-31-2007, 21:30
Hmmm.
It really depends what you are looking for.
A completely different M2TW? Or fairly close to vanilla? What kind of changes do you want/don't want?
Many mods come in huge packages that change a lot of things. Some of the changes are generally liked but others can be rather annoying but you usually can't choose not to have some components with some mods.

Cheetah
12-31-2007, 21:38
You should download the patch 1.2 anyway. In 1.0 two handed weapons are useless vs cavs (like varangians, billmen or your berdiche axemen) and shields are not giving the proper bonus.

Voivode of Romania
12-31-2007, 23:16
Is that the only bebfit 1.2 has?

FactionHeir
01-01-2008, 00:05
1.2 does what Cheetah said and also "fixes" antitraits. Well, fixes them in a way that modders can completely fix it now.

Other than that only very minor things are fixed and AI improved only a tiny bit (hence the huge buglist).

Voivode of Romania
01-01-2008, 19:53
I think I'll just stick to 1.0 for now until a better mod/patch comes out.

Intranetusa
01-04-2008, 23:17
Timurds/Tamerlane was a Turkish Mongol...Timurds are suppose to be a branch of the Mongol empire after it split into 4 parts


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