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Thread: EB Unit Stats Tweaking - phalangites, hoplites, chariots, gaestae, etc - suggestions?

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    Member Member Intranetusa's Avatar
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    Default Re: EB Unit Stats Tweaking - phalangites, hoplites, chariots, gaestae, etc - suggesti

    Quote Originally Posted by Ibrahim View Post
    I still say go with the 2-3 shield for phalangists, and leave defense skill alone.

    all the rest, I'm really interested in seeing the rationale (gaesatae aside-that one is pretty good rationale); perhaps they can be of value?
    Chariots
    Rationale for chariots - with 2 HP, they still kinda sucked for their main purpose - running into infantry and disorganizing their lines. Usually, more than half the chariots would die before they could sucessfully disorganize an infantry unit. Now with 3 HP, they're much more survivable. I did a test with a chariot + infantry army attacking a fort. I defended the fort's maingate with heavy infantry, and the chariot was actually able to push my infantry back and allow their own infantry to stream into the fort (I lost the battle). Without chariots, those infantry would've been slaughtered as they got cornered and squished together at the gate by my heavy infantry. Also, with 2HP chariots, they normally would've died and routed before accomplishing their objectives.

    Now my only concern is I made them too overpowered against cavalry... >_>

    Hoplites
    As for hoplites - thanks to TWFanatic's short_pike idea, classical hoplites can keep a cohesive, awesome looking formation instead of breaking into individual units like regular spearmen would.

    See this thread:
    https://forums.totalwar.org/vb/showt...hariot-minimod

    Sacred Band
    This unit's 2ndary weapon was useless, and Carthage already has a ton of elite units with 2 weapons. Carthage has units like the heavy iberian infantry, Iberian assault infantry, hand-picked heavy libyan-phonecian infantry, heavy libyan infantry, elite african infantry, etc - I wanted an elite classical hoplite unit instead of just another regular two-weaponed unit

    Elephants
    I mainly added the extra HP for survivability and to justify their enormous cost. Now half your "smaller" elephant types won't die and rout from only 1-2 volleys of javelins. It's only a 25-33% HP increase, so they're tougher, but still very kill-able. Also, it justifies the chariot HP increase which is now at 3. It would be weird, at least for me, if a smaller elephant and a chariot both had 3 HP. I wanted the smaller & larger elephant to be tougher so I added +1 HP for both...
    Last edited by Intranetusa; 06-25-2010 at 05:44.
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