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Thread: Surprisingly Good and Bad Units 1.2 Edition

  1. #481
    Villiage Idiot Member antisocialmunky's Avatar
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    Default Re: Surprisingly Good and Bad Units 1.2 Edition

    In Phalanx vs Phalanx, then you're going to die horribly with pantodapoi unless they too are using absolute craph phalanxes. These guys are axemen first, and phalangites second.
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  2. #482
    πολέμαρχος Member Apázlinemjó's Avatar
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    Default Re: Surprisingly Good and Bad Units 1.2 Edition

    Quote Originally Posted by option View Post



    I figured with a name like 'elite' they might be good. I was wrong.
    Sadly, I have to agree with that, they can't even hold their lines, standard hoplites are much cheaper and better in that work (Post-Marians own them badly too). They aren't good flankers either, since don't have AP weapons and they are slow. If somebody wants a good sword unit as Pontos, then your target is Galatia.

    P.S: They don't have 'elite' in their name.
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  3. #483
    Guest Aemilius Paulus's Avatar
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    Exclamation Re: Surprisingly Good and Bad Units 1.2 Edition

    Machimoi Phalangitai have 1 less armour than the Pantodapoi or Deuteroi. Deuteroi have a linthorax, whereas Machmoi have a padded vest. Also, both the Panatadapoi and machmoi have a 5-attack axe. Ridiculous. I modded the axe attack to 7 in my EDU. Five is just too low. Deuteroi have 7 sword attack. Keep all that in mind when you boast of the AP attack of the Eastern Levy Phalangites.

  4. #484

    Default Re: Surprisingly Good and Bad Units 1.2 Edition

    Pantodopoi Phalangitai fills its role well. Its rather a surprisingly good unit.
    Last edited by HansDuet; 06-13-2009 at 16:59.

  5. #485
    Guest Aemilius Paulus's Avatar
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    Thumbs up Re: Surprisingly Good and Bad Units 1.2 Edition

    Quote Originally Posted by HansDuet View Post
    Pantodopoi Phalangitai fills its role well. Its rather a surprisingly good unit.
    I agree. In my current Eperios Campaign, the Levy Phalanxes rule the world. Levy Phalanxes are the best EB surprisingly good units, along with light under-hand spear cavalry. Levy Pikes can hold any non-pike/heavy cav unit at bay for almost infinite amount of time, especially in street battles, whether offensive or defensive. As a bonus, due to having 5 shield, a stat unequalled by any other non-pike unit, the phalangites are nearly impervious to frontal missile fire.

  6. #486
    Ming the Merciless is my idol Senior Member Watchman's Avatar
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    Default Re: Surprisingly Good and Bad Units 1.2 Edition

    Quote Originally Posted by Aemilius Paulus View Post
    Machimoi Phalangitai have 1 less armour than the Pantodapoi or Deuteroi. Deuteroi have a linthorax, whereas Machmoi have a padded vest. Also, both the Panatadapoi and machmoi have a 5-attack axe. Ridiculous. I modded the axe attack to 7 in my EDU. Five is just too low. Deuteroi have 7 sword attack. Keep all that in mind when you boast of the AP attack of the Eastern Levy Phalangites.
    Yeah well. Axes and maces take -1 to base attack value (to offset the AP and fairly high lethality), xiphos-type mid-sized swords give +1... see where that goes ?

    Anyway, I've personally found the Panty pikes quite useful. But then again I don't even try to use them for "push of pike", but pin enemy pikes in place for flankers to destroy. Deep "box" formations and guardmode does well there.

    As for the Pontic thorakitai, is that with or without the +2 to defskill (making it 11) recommended as a fix to make them viable ? (Goes for the closely related Hai armoured swordsmen too, incidentally.) The kit design is kinda bad, granted.
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  7. #487

    Default Re: Surprisingly Good and Bad Units 1.2 Edition

    All phalanx units are surprisingly good simply because the AI has absolutely no clue how to fight them. The only thing that can trouble your army of levy phalanxes is the army of better phalanxes, but even then if you have some support troops you can still win the battle. With Macedonia I conquered Greece and kicked the AS out of western Asia Minor with levy phalanx armies.

  8. #488

    Default Re: Surprisingly Good and Bad Units 1.2 Edition

    Quote Originally Posted by Aemilius Paulus View Post
    I agree. In my current Eperios Campaign, the Levy Phalanxes rule the world. Levy Phalanxes are the best EB surprisingly good units, along with light under-hand spear cavalry. Levy Pikes can hold any non-pike/heavy cav unit at bay for almost infinite amount of time, especially in street battles, whether offensive or defensive. As a bonus, due to having 5 shield, a stat unequalled by any other non-pike unit, the phalangites are nearly impervious to frontal missile fire.
    What? In my current AS campaign my levy pikes get mauled by pretty much any unit other than light skirmishers/very light cavalry.
    Pretty depressing seeing a cavalry unit charge right into a wall of pikes not only surviving but kicking the phalanx' ass.
    (medium difficulty btw)

    I think I might just have terrible luck though.
    People are always complaining of the AI doing stupid things and pretty much every battle being a breeze. For me the AI may still be retarded but everything that can go wrong usually does. Very frustrating at times.
    Last edited by Fierro; 06-13-2009 at 21:33.

  9. #489
    Guest Aemilius Paulus's Avatar
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    Post Re: Surprisingly Good and Bad Units 1.2 Edition

    Quote Originally Posted by Fierro View Post
    I think I might just have terrible luck though..
    That, and mostly inexperience with phalanxes. As there are tens of tricks and various things you can do with a phalanx. Such as for one, put one phalanx on top of another, for extra pike density. And BTW, this is actually historical, as I do remember one EB Team member defending my tactic when I mentioned it in one of the past threads.

    The whole point of a levy phalanx is that it can hold any infantry unit, absolutely regardless of its quality. I have destroyed the most elite and experienced units with the static levy phalanx, which they ground against.

    Just remember, there are important weaknesses of a phalanx. One is heavy cavalry. It will get through the pikes and smash it, although this heavily depends on the circumstance. Most of the time, my double phalanx will hold the cavalry at bay, and dispatch any lone riders that get through. There are exceptions though. Sometimes cavalry will break through, although much of the time, it will lose the fight, especially against the axe-armed levy phalangites.

    Then you have the enemy phalanxes. An enemy phalanx is the other of the two great dangers to your levy phalanx. However, I have never yet been beaten by an enemy phalanx, despite fielding the Epriote Deuteroi Phalangitai. The reason for that is mostly because AI will attack at an angle, meaning that while their pikes are still reaching for my soldiers, my pikes are already grinding their blokes. In any case, a duel with an enemy phalanx will decimate yours, unless you bring other units in the fray.

    After those two man dangers, you have the minor ones. One of them is enemy officers/generals. I mean the single officer soldier and the single general soldier, not the units their in. While the rest of the bodyguard is held by the pikes, a general will often get through and chop down your phalangites one by one. His hydra-like hitpoints and high weapon stats will decimate your phalanx.

    Officers have a similar although less significant effect. They too have numerous hitpoints and powerful weapons, enabling them to break through alone and wreak havoc. I had a single Hastati officer break through my 3-experience pikes and kill 25 of them ALONE before his unit routed. Scary stuff. What I normally do is get another unit to move in the place where the officer/general is attacking, and let them kill him, as the phalangites' pikes take forever to kill something.



    The final weaknesses of your phalanxes are flanking and not getting enough time to form up. You can, through prudence, protect yourself against both, but the latter one is the most crucial one, although the latter problem only arises in street battles. Remember that the phalangites, once they stop, have to have some time to form up, until the yellow arrows indicating movement are gone from their unit card. Alternatively, to make them do it faster, you can press "Backspace" numerous times. Only when they halt and finally rearrange, only then can you order them to form a phalanx. If ordered earlier, the phalangites will do their dreaded rearrangement move, where they all get into a circle and I am sure you ahve seen it before...

    Last tip: when fighting in the phalanx mode, remember to continuously press "Backspace" for the soldiers to switch to pikes and to stop fighting (the red crassed-swords icon) as a pike phalanx only needs to stand still as the enemy sewers themselves onto the pikes. Otherwise, your phalangites will become tired.

  10. #490

    Default Re: Surprisingly Good and Bad Units 1.2 Edition

    Quote Originally Posted by Fierro View Post
    What? In my current AS campaign my levy pikes get mauled by pretty much any unit other than light skirmishers/very light cavalry.
    Pretty depressing seeing a cavalry unit charge right into a wall of pikes not only surviving but kicking the phalanx' ass.
    (medium difficulty btw)
    Well they are levies, the crappiest of the crappiest and really not meant for beating anything in fair fight. However, they are cheap numbers and can make a difference by holding enemy still those seconds you need to maneuver your cavalry behind the enemy lines and... bang.

    Very useful.

  11. #491
    Slixpoitation Member A Very Super Market's Avatar
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    Default Re: Surprisingly Good and Bad Units 1.2 Edition

    That would be against the point of a phalanx, or any other long speared weapon. Their main goal is to keep the enemy at bay, and leave the unit itself relatively safe. I don't know what difficulty you're playing on, but if your phalanxes last a few seconds before disintegrating, someting is wrong.
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  12. #492

    Default Re: Surprisingly Good and Bad Units 1.2 Edition

    Surprisingly Bad


    I know these bad boys have been mentioned already, but i don't really agree with the guy who said they were amazing. Maybe I got caught up in the hype, "the people the romans couldn't conquer", or that that quote from Tacitus by the Caledonian leader, but trekking up into the highlands as the Casse on my first campaign, I was expecting something a bit cooler, or more numerous, when I got up into scotland.

    They just seemed to drop like flies when I sent in Lugoae, maybe in greater numbers they would have been effective, or maybe a defense script for a nice chevroned army of them. I was playing on VH/H, and it was pretty anticlimactic.

    Getting the message, 'you've united britain' or whatever was a bit strange after I just crushed their tiny army.
    And they're no use once you invade the continent because the AOR is so bloody far away from anywhere else.

  13. #493

    Default Re: Surprisingly Good and Bad Units 1.2 Edition

    Quote Originally Posted by Aemilius Paulus View Post
    That, and mostly inexperience with phalanxes. As there are tens of tricks and various things you can do with a phalanx. Such as for one, put one phalanx on top of another, for extra pike density. And BTW, this is actually historical, as I do remember one EB Team member defending my tactic when I mentioned it in one of the past threads.

    The whole point of a levy phalanx is that it can hold any infantry unit, absolutely regardless of its quality. I have destroyed the most elite and experienced units with the static levy phalanx, which they ground against.

    Just remember, there are important weaknesses of a phalanx. One is heavy cavalry. It will get through the pikes and smash it, although this heavily depends on the circumstance. Most of the time, my double phalanx will hold the cavalry at bay, and dispatch any lone riders that get through. There are exceptions though. Sometimes cavalry will break through, although much of the time, it will lose the fight, especially against the axe-armed levy phalangites.

    Then you have the enemy phalanxes. An enemy phalanx is the other of the two great dangers to your levy phalanx. However, I have never yet been beaten by an enemy phalanx, despite fielding the Epriote Deuteroi Phalangitai. The reason for that is mostly because AI will attack at an angle, meaning that while their pikes are still reaching for my soldiers, my pikes are already grinding their blokes. In any case, a duel with an enemy phalanx will decimate yours, unless you bring other units in the fray.

    After those two man dangers, you have the minor ones. One of them is enemy officers/generals. I mean the single officer soldier and the single general soldier, not the units their in. While the rest of the bodyguard is held by the pikes, a general will often get through and chop down your phalangites one by one. His hydra-like hitpoints and high weapon stats will decimate your phalanx.

    Officers have a similar although less significant effect. They too have numerous hitpoints and powerful weapons, enabling them to break through alone and wreak havoc. I had a single Hastati officer break through my 3-experience pikes and kill 25 of them ALONE before his unit routed. Scary stuff. What I normally do is get another unit to move in the place where the officer/general is attacking, and let them kill him, as the phalangites' pikes take forever to kill something.



    The final weaknesses of your phalanxes are flanking and not getting enough time to form up. You can, through prudence, protect yourself against both, but the latter one is the most crucial one, although the latter problem only arises in street battles. Remember that the phalangites, once they stop, have to have some time to form up, until the yellow arrows indicating movement are gone from their unit card. Alternatively, to make them do it faster, you can press "Backspace" numerous times. Only when they halt and finally rearrange, only then can you order them to form a phalanx. If ordered earlier, the phalangites will do their dreaded rearrangement move, where they all get into a circle and I am sure you ahve seen it before...

    Last tip: when fighting in the phalanx mode, remember to continuously press "Backspace" for the soldiers to switch to pikes and to stop fighting (the red crassed-swords icon) as a pike phalanx only needs to stand still as the enemy sewers themselves onto the pikes. Otherwise, your phalangites will become tired.
    Thanks for the post.
    I agree that one of my weaknesses might be not getting enough time to form up. City battles have a tendency of really making me want to break my keyboard in half! Why is it that the pathfinding is so screwed up? random spots will be inaccessible, formations will run into invisible obstacles and the entire formation will be broken. The city square makes absolutely no sense as sometimes units will run to a far corner corner when you only tell them to move 5 steps to the front. I've had phalanxes in the street sometimes do a full three rotations before finally being in formation, then there's always one or two slow guys that have to run to their spot and THEN do all the pikes finally come down adn the phalanx acts as a single unit but by then the enemy's swords are already covered in phalanx blood..

  14. #494
    πολέμαρχος Member Apázlinemjó's Avatar
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    Default Re: Surprisingly Good and Bad Units 1.2 Edition

    Quote Originally Posted by Watchman View Post
    As for the Pontic thorakitai, is that with or without the +2 to defskill (making it 11) recommended as a fix to make them viable ? (Goes for the closely related Hai armoured swordsmen too, incidentally.) The kit design is kinda bad, granted.
    Without +2 defskill, although I don't think it would change the situation that much.
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  15. #495

    Default Re: Surprisingly Good and Bad Units 1.2 Edition

    lusotanan infantry are killers on the walls,caetrati wasted my loricati scutarii on the walls,and the ambakaro almost wiped out my vollorix


  16. #496
    Ming the Merciless is my idol Senior Member Watchman's Avatar
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    Default Re: Surprisingly Good and Bad Units 1.2 Edition

    Quote Originally Posted by Apázlinemjó View Post
    Without +2 defskill, although I don't think it would change the situation that much.
    Of course it does. The units are *all about* their stats.
    Last edited by Watchman; 06-14-2009 at 15:30.
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    πολέμαρχος Member Apázlinemjó's Avatar
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    Default Re: Surprisingly Good and Bad Units 1.2 Edition

    Quote Originally Posted by Watchman View Post
    Of course it does. The units are *all about* their stats.
    But +2 def skill? I don't think it's enough then, I'd played some custom battles, comparing these guys to other units, like Post Marians, Thracian Peltastai, German Swordsmen and such, and well...they lost, badly.
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  18. #498
    Ming the Merciless is my idol Senior Member Watchman's Avatar
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    Default Re: Surprisingly Good and Bad Units 1.2 Edition

    Their problem is that they're too lightly armoured and shielded for their tactical role; slightly lighter than eg. Marian legionaries, though they are of superior skill level, and noticeably lighter than the common Thorakitai of the same quality level. Compare:
    Code:
    ;504
    type             eastern infantry pontic thorakitai
    dictionary       eastern_infantry_pontic_thorakitai      ; Pontic Thorakitai
    category         infantry
    class            heavy
    voice_type       Heavy_1
    soldier          eastern_infantry_mardig_georgian_swordsmen_pontic_thorakitai_parthohellenikoi_thureophoroi, 40, 0, 1.15, 0.25
    attributes       sea_faring, hide_forest, can_sap, hardy
    formation        1.2, 1.6, 2.4, 3.2, 4, square
    stat_health      1, 1
    stat_pri         6, 4, javelin, 35, 2, thrown, simple, piercing, spear, 10 ,1
    stat_pri_attr    prec, thrown
    stat_sec         12, 4, no, 0, 0, melee, simple, slashing, sword, 0 ,0.1
    stat_sec_attr    no
    stat_pri_armour  9, 9, 3, metal
    stat_sec_armour  0, 0, flesh
    stat_heat        4
    stat_ground      0, 0, 0, -2
    stat_mental      13, impetuous, trained
    stat_charge_dist 30
    stat_fire_delay  0
    stat_food        60, 300
    stat_cost        1, 1813, 453, 196, 374, 1813
    ownership        carthage
    Code:
    ;241
    type             roman infantry legionary cohort i
    dictionary       roman_infantry_legionary_cohort_i      ; Cohortes Reformata
    category         infantry
    class            heavy
    voice_type       General_1
    soldier          roman_infantry_cohorsreformata, 50, 0, 1.18, 0.25
    officer          ebofficer_roman_centurion
    officer          ebofficer_roman_early_standard
    attributes       sea_faring, hide_forest, can_sap, hardy
    formation        1, 2, 2, 3, 5, square, testudo
    stat_health      1, 1
    stat_pri         4, 4, pilum, 35, 2, thrown, blade, piercing, spear, 15 ,1
    stat_pri_attr    prec, thrown, ap
    stat_sec         11, 4, no, 0, 0, melee, simple, piercing, sword, 0 ,0.13
    stat_sec_attr    no
    stat_pri_armour  10, 8, 4, metal
    stat_sec_armour  0, 0, flesh
    stat_heat        4
    stat_ground      0, 0, -2, -2
    stat_mental      14, disciplined, highly_trained
    stat_charge_dist 30
    stat_fire_delay  0
    stat_food        60, 300
    stat_cost        1, 1790, 448, 100, 160, 1790
    ownership        seleucid, slave
    Code:
    ;177
    type             greek infantry thorakitai
    dictionary       greek_infantry_thorakitai      ; Thorakitai
    category         infantry
    class            spearmen
    voice_type       Female_1
    soldier          carthaginian_infantry_lybianspearmen_thorakitai_scortamavera, 40, 0, 1.18, 0.25
    officer          ebofficer_hellenic_officer
    officer          ebofficer_hellenic_standardbearer
    mount_effect     elephant -1
    attributes       sea_faring, hide_forest, can_sap
    formation        1, 1.4, 2, 2.8, 4, square
    stat_health      1, 1
    stat_pri         6, 6, javelin, 35, 3, thrown, simple, piercing, spear, 10 ,1
    stat_pri_attr    prec, thrown
    stat_sec         15, 6, no, 0, 0, melee, simple, piercing, spear, 0 ,0.13
    stat_sec_attr    light_spear
    stat_pri_armour  12, 9, 3, metal
    stat_sec_armour  0, 0, flesh
    stat_heat        5
    stat_ground      0, 0, -2, -3
    stat_mental      13, normal, highly_trained
    stat_charge_dist 30
    stat_fire_delay  0
    stat_food        60, 300
    stat_cost        1, 1910, 478, 40, 60, 1910
    ownership        romans_brutii, romans_julii, greek_cities, numidia, thrace
    21 to 22 or 24 totals; the +2 ought to RATHER help bridge the gap. (Ditto for the virtually identical Armenian heavy swordsmen, natch.)
    On the plus side, they're faster moving than the other two and "hardy", unlike the usual Thoras.
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    Symbasileus ton Rhomaioktonon Member Maion Maroneios's Avatar
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    Default Re: Surprisingly Good and Bad Units 1.2 Edition

    Indeed, they have better stamina. I've found them to be quite a pain in the rear, actually. They were able to keep their own against my pikemen for a long time, plus they gave my Thureophoroi and Peltastai a nasty surprise.

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    Default Re: Surprisingly Good and Bad Units 1.2 Edition

    Perhaps the horribly low lethality of their swords (0.1) might be a big part of their weakness. It is no wonder they lost in the test against Germanic swordsmen, who sport Celtic longswords, or against the even nastier Thracians.




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  21. #501
    Ming the Merciless is my idol Senior Member Watchman's Avatar
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    Default Re: Surprisingly Good and Bad Units 1.2 Edition

    The difference to the xiphos, sica and similar slightly larger swords, spears and the "improved" Iberian shortsword is a mere 0.03, though... hardly very decisive, and in any case the norm for short swords.
    "Let us remember that there are multiple theories of Intelligent Design. I and many others around the world are of the strong belief that the universe was created by a Flying Spaghetti Monster. --- Proof of the existence of the FSM, if needed, can be found in the recent uptick of global warming, earthquakes, hurricanes, and other natural disasters. Apparently His Pastaness is to be worshipped in full pirate regalia. The decline in worldwide pirate population over the past 200 years directly corresponds with the increase in global temperature. Here is a graph to illustrate the point."

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  22. #502
    πολέμαρχος Member Apázlinemjó's Avatar
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    Default Re: Surprisingly Good and Bad Units 1.2 Edition

    Quote Originally Posted by Watchman View Post
    The difference to the xiphos, sica and similar slightly larger swords, spears and the "improved" Iberian shortsword is a mere 0.03, though... hardly very decisive, and in any case the norm for short swords.
    Okay, maybe with that +2 def skill, but still they aren't that good. They are quite vulnerable against cavalry, don't have AP weapons, low lethality, average numbers, average moral, and quite expensive. I like the Galatikoi Kuarothoroi more, they cost more a bit, however they have spears and long swords, and they are better armored too.

    Code:
    type             galatian infantry kuarothori
    dictionary       galatian_infantry_kuarothori      ; Galatikoi Kuarothoroi
    category         infantry
    class            heavy
    voice_type       General_1
    soldier          celtic_infantry_arjos_rycalawre_solduros_kuarothoroi, 40, 0, 1.18
    mount_effect     elephant -2
    attributes       sea_faring, hide_forest
    formation        0.85, 1.1, 1.8, 2.6, 4, square
    stat_health      1, 1
    stat_pri         11, 8, no, 0, 0, melee, blade, slashing, sword, 0 ,0.225
    stat_pri_attr    no
    stat_sec         16, 8, no, 0, 0, melee, simple, piercing, spear, 0 ,0.13
    stat_sec_attr    light_spear
    stat_pri_armour  12, 10, 4, metal
    stat_sec_armour  0, 0, flesh
    stat_heat        4
    stat_ground      0, 0, -1, -1
    stat_mental      13, disciplined, highly_trained
    stat_charge_dist 30
    stat_fire_delay  0
    stat_food        60, 300
    stat_cost        1, 2092, 523, 80, 130, 2092
    ownership        carthage, romans_julii, seleucid, macedon
    Last edited by Apázlinemjó; 06-15-2009 at 08:54.
    Spoiler Alert, click show to read: 



    Finished essays: The Italian Wars (1494-1559), The siege of Buda (1686), The history of Boius tribe in the Carpathian Basin, Hungarian regiments' participation in the Austro-Prussian-Italian War in 1866, The Mithridatic Wars, Xenophon's Anabasis, The Carthagian colonization
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  23. #503
    Member Member Chris1959's Avatar
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    Default Re: Surprisingly Good and Bad Units 1.2 Edition

    Scorpiones!!! The General killers, never know a single type kill so many FM's outside routes.
    Best used when you are the attacker, though useless in woods. Once killed 4 out of 5 KH FM's in a single battle, foot generals are particularly vunerable, in fact they are so deadly I have to ration myself to 5 units in the whole Empire and never more than 1 per Consular army.
    Though there is this little guy with his hands behind his back at the rear of the unit who keeps muttering something about "Grande Batteries"......
    "Tell them I said something......"
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  24. #504
    alterego Member Tartaros's Avatar
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    Default Re: Surprisingly Good and Bad Units 1.2 Edition

    Surprisingly BAD



    in my sele campaign i wanted to build a native force (to secure and kill rebels) in babylon/media. So i recuite sipri tukul, toxotai syriakoi (both are great!) and Asabaran-i Madaen.

    But they are so disapointing... it seems that they don´t have the punch for the hammer tactic (desc. 27), sometime they a in full speed and stop before the enemybacklines. They have no second melee-weapon and the short cav-speer is to bad. they´re also ineffective to kill fleeing enemys. they share a lot of time, by riding along and doing nothing. Compared with the greek hippeis they are surprisingly bad.

  25. #505
    Near East TW Mod Leader Member Cute Wolf's Avatar
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    Default Re: Surprisingly Good and Bad Units 1.2 Edition

    Hey, at least they are still capable to fight well against another cav...

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  26. #506

    Default Re: Surprisingly Good and Bad Units 1.2 Edition

    Oh I first thought you meant that the whole class of overhand medium cavalry is bad but then I read
    Compared with the greek hippeis they are surprisingly bad.
    :D Ok that realy is bad, one uint more I'll not recruit :D to be honest I never had a unit of them only the rather similar looking Eastern mediums in my first campaign.
    "Who fights can lose, who doesn't fight has already lost."
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  27. #507
    alterego Member Tartaros's Avatar
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    Default Re: Surprisingly Good and Bad Units 1.2 Edition

    ohh, that´s right. the eastern mediums are still out there. they have the exact same stats and costs. hopefully they do a better job.

    but i normally prefer the red ferrari´s (seleucid prodromoi).

  28. #508

    Default Re: Surprisingly Good and Bad Units 1.2 Edition

    I didn't say they are good they only do a decent job at intercepting Lance cav and keeping ranged units(when psiloi, they can even kill them :D) ocupied which is rather usefull when playing as KH, I just don'T like it when my flankers are shot upon ^^. As I had experience with hippeis I never realy used them for anything else. maybe sometimes as backup for my prodromoi.

    Prodromoi, that's a different story they are definately worth it.
    "Who fights can lose, who doesn't fight has already lost."
    - Pyrrhus of Epirus

    "Durch diese hohle Gasse muss er kommen..."
    - Leonidas of Sparta

    "People called Romanes they go the House"
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  29. #509
    alterego Member Tartaros's Avatar
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    Default Re: Surprisingly Good and Bad Units 1.2 Edition

    i remember a epeiros game where i fight nearly all battle very successfull with hippeis. there was no need for other cavalary.

  30. #510
    Ming the Merciless is my idol Senior Member Watchman's Avatar
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    Default Re: Surprisingly Good and Bad Units 1.2 Edition

    Quote Originally Posted by Apázlinemjó View Post
    Okay, maybe with that +2 def skill, but still they aren't that good. They are quite vulnerable against cavalry, don't have AP weapons, low lethality, average numbers, average moral, and quite expensive. I like the Galatikoi Kuarothoroi more, they cost more a bit, however they have spears and long swords, and they are better armored too.
    *shrug* Barb units get a minor freebie stat boost, so there's that too.

    Note however that the Pontic Thoras are faster, have lower MIC preqs, and IIRC are more widely available. All together, the two really fill a different tactical niche.
    Quote Originally Posted by Tartaros View Post
    in my sele campaign i wanted to build a native force (to secure and kill rebels) in babylon/media. So i recuite sipri tukul, toxotai syriakoi (both are great!) and Asabaran-i Madaen.

    But they are so disapointing... it seems that they don´t have the punch for the hammer tactic (desc. 27), sometime they a in full speed and stop before the enemybacklines. They have no second melee-weapon and the short cav-speer is to bad.
    Wait, what ?
    Code:
    ;212
    type             eastern cavalry mada asabara
    dictionary       eastern_cavalry_mada_asabara      ; Mada Asabara
    category         cavalry
    class            light
    voice_type       General_1
    soldier          eastern_cavalry_aspet_kappadocian_mediancavalry, 25, 0, 1, 0.3
    mount            saddle horse light
    mount_effect     chariot +1
    attributes       sea_faring, hide_forest, very_hardy
    formation        1.5, 4, 3, 6, 4, square
    stat_health      1, 1
    stat_pri         8, 27, no, 0, 0, melee, simple, piercing, spear, 160 ,0.15
    stat_pri_attr    no
    stat_sec         7, 15, no, 0, 0, melee, simple, slashing, axe, 0 ,0.165
    stat_sec_attr    ap
    stat_pri_armour  8, 8, 2, metal
    stat_sec_armour  0, 0, flesh
    stat_heat        3
    stat_ground      0, 0, -3, -1
    stat_mental      11, impetuous, trained
    stat_charge_dist 30
    stat_fire_delay  0
    stat_food        60, 300
    stat_cost        1, 2176, 544, 40, 90, 2176
    ownership        romans_brutii, romans_julii, egypt, parthia, pontus, saba
    What part of that looks like "no secondary" to you ? (...and why does that spear still have the old 160 attack delay ? Must've missed it at some point...)
    they´re also ineffective to kill fleeing enemys. they share a lot of time, by riding along and doing nothing.
    That's the usual pathfinding idiocy when chasing routers, not anything to do with the units. Micromanage, grasshopper.
    Last edited by Watchman; 06-15-2009 at 17:54.
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