Results 1 to 30 of 104

Thread: Phalanxes in version 1.1

Threaded View

Previous Post Previous Post   Next Post Next Post
  1. #16
    Member Member Woreczko's Avatar
    Join Date
    May 2004
    Location
    deep province in Masovia
    Posts
    121

    Default Re: Phalanxes in version 1.1

    IMHO old ifikrateans were just as mobile and flexible as new ones - if you turned the phalanx off. Of course AI would not do this - perhaps this is the reason. The thing which bothers me most is that KH currently has 3 kinds of units, who act in a very similar manner - classical hoplites and it`s derivatives, ifikrateans+derivatives and thureophoroi + thorakitai.

    Of course I`m in no position to call for changes just beacuse it seems more "right" to me. Thankfully RTW is easily moddable, so I just changed this units to my liking - classical hoplites come in largest possible unit sizes to simulate their inflexibility. Ifikrateans have their phalanx ability back (and you get 200 in unit on huge). Thureophoroi stay the same - by having smallest unit size + javelins, they offer most flexibility out of all three, but one needs to do some flanking or unit swapping to beat classicals with them, as one on one they will lose because of much smaller unit size. All units have been recosted to reflect new sizes - so thureophoroi are still around 1300, while classicals cost around 2000.
    Last edited by Woreczko; 12-29-2008 at 14:11.

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  
Single Sign On provided by vBSSO