Javelins sucked in EBI except for the AP variety. Is EBII going to give them some much needed punch?
Javelins sucked in EBI except for the AP variety. Is EBII going to give them some much needed punch?
Fighting isn't about winning, it's about depriving your enemy of all options except to lose.
"Hi, Billy Mays Here!" 1958-2009
We are happy with the performance of javelins in EBI, you can expect to see the same results in EBII as you did in EBI. We would love to include some sort of penalty to units that have been struck by javelins to represent their primary use before a charge as a device for disrupting a formation. However, we cannot, and it would be inappropriate to have them as some sort of killing machine instead.
Foot
EBII Mod Leader
Hayasdan Faction Co-ordinator
You could use the attack/defense/morale lowering green status from the Kingdoms bee weapons.
Fighting isn't about winning, it's about depriving your enemy of all options except to lose.
"Hi, Billy Mays Here!" 1958-2009
Are you kidding me, ASM? Javelins were a killer. All you ought to do is to throw at the unprotected side, and you ought to have a really heavy armour to not suffer astounding casualties.
Last edited by A Terribly Harmful Name; 08-04-2009 at 02:34.
The bronze covering was paper thin and mainly useful for tensioning the wooden main body of the shield, you know. It's certainly not going to do a first thing against a javelin, a weapon universally noted for its tendency to embed itself rather deeply in shields.
Anyway, from what I gather javelins *were* rather dangerous in particular to close-order infantry that couldn't readily dodge the slow-flying things. Which is exactly why most everyone put a screen of skirmishers in front of their battleline as a countermeasure - javelin skirmishers were relatively ineffective against each other (as the loose order allowed them to dodge without much difficulty), but could do serious harm to exposed heavy troops as for example Telamon so succintly demonstrated.
Also in EB1 it has often seemed to me they don't quite have the punch they should in order to be a reasonably effective short-range alternative to bows, which they historically were - as evidenced by the fact steppe nomads commonly enough carried them for short-range use in adjunct to their composite bows, and their enormous popularity particularly among cavalry in regions where the composite bow wasn't the main ranged weapon for mounted use. This disparity is perhaps most starkly apparent in the EB1 javelin-armed cavalry, who expect for a few rather specialised purposes (such as hunting chariots and elephants) are, frankly, just plain not even close to being worth your while if you can get true HAs.
Dunno 'bout how the M2TW ranged combat really works though, and if there's stuff that can be tweaked there to make ye olde thrown spear a bit less of a "second rate" weapon. I must say however that ASM's idea of giving them a temporary penalising effect would seem like a reasonably promising way for simulating the disordering and shield-damaging effect the things had which made them so useful for heavy-infantry encounters.
"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."
-Church of the Flying Spaghetti Monster
What you need is mass and volume for them to be effective.
One unit throwing them frontally against another isn't going to be very effective.What you want is two or more units,throwing at different angles over several seconds of game time to see how effective they are.
The only unit i ran into immune to this was the Epiorite elite phalanx and it was lame because they also are immune to being charged in the rear,flanks,front by heavy infantry or cavalry or a combination of both.
They will kill you with their backsides.
Well okay, I'll take your word for it but slingers and archers are much more economical for more kills at a farther range. If at all possible, 1 more javelin for skirmishers would make them much better.
Fighting isn't about winning, it's about depriving your enemy of all options except to lose.
"Hi, Billy Mays Here!" 1958-2009
No need to take my word as we all experience different results in the game.
My usual MO for javelins are
A:Move slingers and archers into a firing posistion ahead.
B:Once their front rank is disordered move Leves backed up by Roarii through the lines taking slingers off fire.
C:Back up each with a unit of hastati to keep them from charging.
D:once in posisition have the Leves and Roarii pick a target.
E:Watch the fun begin.
I've slaughtered entire units in this fashion i think the key though is to get a unit a bit disordered.
Now i'm not saying this is going to break a battle line but you can destroy one to two units over a period of time with the most destruction coming from the javelins.You need two to four javelin units concentrating their fire on a single though at a time.
This technique works really good at driving units away from gates.
Where all else fail... Drapanai/Rhomphaiaphoroi succeed!
Personally, I find javelins, whether of the AP variety or not, to be incredibly useful in EB, certainly much more so than arrows. With skirmishers being as light as they are, it is a simply manner to loose a few volleys when the enemy is charging (which always results in hilarity; individual soldiers do death-tumbles in the air), pull them back behind the main line, and maneuver them behind the enemy's rear to deal out more death.
Though I do agree with Watchman's assessment of skirmisher cavalry: I never found a good use for them, as their numbers (~50 on large unit size, as with all other cavalry) are too small to dish out major damage, and one can usually afford two units of infantry skirmishers in place of one unit of cavalry skirmishers.
Light skirmisher cavalry don't have enough missiles to be useful. Gameplay-wise, they need more missiles or some sort of other use.
And no, sieges don't count. Sieges never count.
Last edited by antisocialmunky; 08-05-2009 at 04:29.
Fighting isn't about winning, it's about depriving your enemy of all options except to lose.
"Hi, Billy Mays Here!" 1958-2009
I think javelin cavalry is quite useful. I guess we agree that a volley of javelins causes more damage than one of arrows at short range, the main advantage of the arrows is that they can be fire from much longer distance.
Pin an enemy infantry with one infantry unit of your own (no matter if it have lower quality), then manouver your javelin cav to the rear of the enemy unit, and fire a volley of javelin at close range at their backs. Watch them tremble, and if they don´t rout, just keep firing or if your unit have decent melee stats charge at them.
I find that is one the best ways of using javelin cav, as a horse archer could do the same, but their impact at close range cause much less damage on the moral of the enemy than what the javelins do.
Besides, i find the idea of adding the "disease" kingdoms effect to the javelins interesting, maybe a little overpowered thought.
don't those buggers have axes? I always hated them, the only way to take em out was to take em on from 2 sides with Spartans. Countless cavalrymen wasted just to find out that even infantry attacking their rear was futile...
I find that javlins are extremely effective at A) engaged infantry B) from flanks or rear C) high ground advantage D) sometimes half the unit is slaughtered and the rest rout if a combo of A and B are used. using C in tandem with A and B is total overkill resulting in 70-99% of the unit butchered in 2 volleys. Javelins are extremely useful, but negligible when used against heavy infantry from the front. Romans with their cowardly huge shields (dropped when they are running from me) will sometimes not even take a single casualty if you hike javelins at them from the front.
'Who Dares WINS!' - SAS
"The republic stands for truth and honour. For all that is noblest in our race. By truth and honour, principle and sacrifice alone will Ireland be free."-Liam Mellows
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Completed Campaigns:
Macedonia EB 0.81 / Saby'n EB 1.1
Qart'Hadarst EB 1.2 / Hai EB 1.2
Current Campiagns:
Getai/Sauromatae/Baktria
donated by Brennus for attention to detail.
Something that really weakens the skirmishers and makes them seem worthless to some is their inability to fire while on the move. Instead of stopping, turning as a unit, raising their javelins as a unit, and throwing (I'm assuming the officer yells something along the lines of "Ready! Aim!...") they should behave more like the cavalry and just do it as they run.
I suggested that a year ago and got no response, indeed that would make htem automatically better.
Fighting isn't about winning, it's about depriving your enemy of all options except to lose.
"Hi, Billy Mays Here!" 1958-2009
Javelin armed cavalry is effective as an annoyance and a distraction.
They will make leg based skirmeshers fall back and also pull the attention of a unit or two of spear or phalanx infantry.
They are fast enough and have enough stamina,that once done harrassing the enemy,they can be moved elsewhere to deliver quick rear and flanking strikes.
Versatile but fragile.
"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."
-Church of the Flying Spaghetti Monster
I really wish Ca would rethink their stance on making the game more marketable to a younger crowd.
Every decsion seems to be based on what will sell better to the 14 year old crowd yet everyone buying and sticking by the series are a bit older.
All they seem to focus on in the last two games is faster battle times,fewer turns,and unique "fantasy" specific units for factions.
Their only a couple degrees away from making Command and Conquer the Meideval edition.
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