Originally Posted by Red Harvest
No, it isn't presumptuous, the AI sucks with standard armies too, this is confirmation of what I see in battle. This is a simplified test. If the AI can't handle the force properly in the simplest test, it isn't going to do much better on the field. Hence, the AI charging it's Cretan archers into my Hastati without firing a shot. It is the same problem we had with the AI before in RTW. In fact, the test gets right to the heart of the matter. It's not like I've run one test and made the conclusion. I did the same sort of thing in 1.1, 1.2, and in MANY, MANY battles. I ran the test to try to understand what I was seeing in battle.
The RTW AI can't use missile units with effect. There are a host of issues about that and some of them clearly reveal that those doing the AI design didn't figure out a way to render the skirmishing of the time. Heck, it even showed in the scripting of the demo.
Examples: Look at default army formations, the skirmishers are often in the rear, bass ackwards.
I've not yet done a javelin test of the same, but in a recent battle vs. a nearly all javelin army (with rebel bodyguard general) it used its javelinmen as melee vs. my infantry. It didn't skirmish and try to inflict maximum casualties or disrupt me before being forced to engage.
It comes down to this: Do ranged units use their weapons effectively under AI control? The answer is a resounding "No!" They still close to skirmish range, then go "Oh crap! What am I doing here?" I haven't retested in 1.3, but in previous versions they did the same thing vs. CAVALRY 1 vs. 1.