-
After having discussed intensively the historical accuracy I wanted to start a topic about gameplay. What can we expect from the changes in the Mapsize,what from the new tactical possibilites, what from the new types of units?
Some thoughts about Elephants in there various forms:
Elephants:
The vids show them fast, strong and deadly against blades. They seem to be modeled as ancient tanks which are able to penetrate non-spear infantry formations with relative ease. They cause fear in infantry and cavalry and are this way always good for lowering the enemy morale..
There impressive stats and their speed will allow them to move swiftly with infantry skirmishers and destroy lighter, faster troops while being able to run from dangerous enemys javelins, pikes
Uses:
a) Mobile spearheads which through heavy infantry in disorder and allow other units to defeat the broken enemy with greater ease..
b) Protection of light troops like Skirmishers;
c) Useful for lowering the enemy morale in key points
War Elephants:
Same speed, stats and uses as the Elephants but with a Howdha . This adds one role and increases the effectivness in one role:
d) Slow, powerful "horsearcher" which will be able to pepper the enemy from afar
c) It's missile attack will increase the inflicted morale malus by 2 points
Armored WarElephant
Slower but much more resistent the the WarElephant. Similar uses, but better in the thick of the battle than elsewhere.
a) Supreme spearhead with great morale effect on the enemy.
Weaknesses:
Beside the flaming pig I would think that the worst enemy of warelephants will be defending ballistas and javelin-throwing cavalry and infantry.
My money for the best Elephant killer gets on such low-tech units like the "Militia Cavalry" which are able to hunt the Elephants down without getting mauled...
What are you thoughts on the new RTW-gameplay ?
Cheers
OA
-
head hurles
Uses
Ruins game
-
CA did a great job balancing units in MTW so that it does not pay off to have 16 identical for all your armies. Geussing that they would continue this,here are my best estimates on how units in RTW will play out:
Elephants: cons: will be very expensive to build, tricky to use (if they rout, they may stomp your own troops), limited availability. Pros: can penetrate legion and hoplite lines and smash just about anything . Probably will have morale bonus against enemies. Think katanks on steroids, but tricky like Naphtha.
Cavalry/Spear/Sword units: rock-scissors-paper just like in MTW
Hoplite phalanx: think of swiss armored pikemen. Pros: impregnable front side. Perfect for holding a bridge (think of THermopylae where 300 spartan hoplites held thousands of persians). Cons: Will be vulnerable from side and rear. Slow. Expensive (I hope the penalty for rear attack is heavier for phalanx and other formations than a barbarian horde for example).
Head hurlers: Inflicts small damage, but would have sizeable morale effect (would make an interesting tactic to try to scare your enemy into routing, especially if they have low command general).
Dogs/Pigs: specific counter units (dogs vs archers or other skirmishers, pigs vs elephants). Would probably find them not worth keeping in your 20 unit roster except for rare occasions, or at most have one unit of each.
Chariots: Another form of heavy cavalry (I wish they would make charioteers dismount and remount *during* battle)
Fanatic women: great charge. Maybe morale penalty for enemy (men unnerved by fighting women ;-) ). But weak defence. THink fanatics in MTW. Use as flankers or to chase off skirmishers.
Siege equipment: lots more uses than in MTW.
Druids: provide morale bonus and are tough, but small numbers. Think along uses of bodyguards in MTW (save them for dire situations, key interventions).
Warlord cavalry/companion cav/general cav: Use like Knights and bodyguards in MTW.