I just wanted to say that this thread is yet again open for business! As of this post we focus on new Redux (3rd ED) from this point onwards. While I am here, I might as well drop some various tips and thoughts on archer-units…
Archer-units: tips & thoughts
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- Archers have different ranges in Redux. I think it is 4 ranges. The higher tier of archers the longer range they usually have. Royal archers are the most accurate of the bunch while longbowmen have the longest range – no contest.
- As arrows are far more deadly in Redux then in raw MTW – firing into a battlezone will cost you far more troops due to “friendly fire” then in MTW – so don’t do that if not especially desperate.
- Moving troops just in front of, or thru, an archer-unit while it is firing will get you casualties due to “friendly fire” – so don’t do that if you can help it. It is practically begging for casualties in Redux…
- If out-ranged… Seek cover in wooded terrain, move out of range or rush you archers into range with a thin loose line to pick up the “ranged fight” with the enemy. Regardless, whatever you decide to do – do it fast! Otherwise, be prepared to do some counting casualties…
- To be extra lethal with arrows – use “concentrated fire” tactics – as in have several units’ fire at the same target at the same time. This is very effective against almost anything…
- If facing champions, berserkers, cataphracts and the like – use arrows and fast! Before they come into contact with your forces! Otherwise your poor infantry will suffer heavy casualties and you will do the counting… Whenever you see such units appear in battle try to take them out with arrows (that is still the best and safest way)…
- Archers are usually worthless against cavalry – try to protect them whenever possible with spear/pike-formations just to “shield them” from cavalry – if you don’t they will probably die if cavalry catches them.
- Pay attention to the size of enemy-archer-formations in the field. If greater in numbers then yours - you will probably lose in a “ranged duel” 1 on 1 (so try to take ‘em out by other means, never leave them be…). Smaller archer-formations (like Norse Pathfinders, Slavic foresters etc.) should not engage in “ranged duels” as they will probably get destroyed or routed by doing it – besides they too good to be wasted like that! Smaller archer-formations should work together and use “concentrated fire” tactics to be more effective or just do some suppressing fire on large formations in a battlezone….
- If you have 3-4 or more archer formations, and the opportunity, experiment with “coordinated fire” hitting the selected enemy-unit with orderly and sequential waves of fire - keeping it under constant fire-suppression – it can be very effective and devastating.
- If provided with the luxury, try to select especially vulnerable targets if possible for maximum effect per salvo. Targets with no shield are usually a good choice (or with little or no armour). Pike-formations and other “unshielded” units usually fare very poorly against arrows.
- Pay attention to fire rates in Redux as it can eventually be very important. Slavic bowmen, Feudal-, Byzantine-, Steppe- and Mercenary archers have all a faster fire rate then others and that will eventually show in prolonged “ranged duels”. This is also the case with Armenian infantry or any regular Muslim archer-unit. Royal archers, Norse Pathfinders and Slavic foresters have a slower fire-rate (while being more accurate and lethal). Longbowmen are also slower but have “extreme” range (and they have AP-arrows).
- Archer-units in Redux are more expensive to train then crossbow-units but they are usually more flexible in battle – as the conditions for active and successful use are easier to achieve in battle due to a higher fire-rate.
Ok, that’s some tips on archer-units in Redux for you guys. Discuss this or general topic at your discretion….
- Cheers
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