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Thread: Europa Barbarorum: A Look Into the Past

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  1. #1

    Default Re: Europa Barbarorum: A Look Into the Past

    Quote Originally Posted by Lazy O View Post
    What I dont know is why people complain when against eles? I fought Fred 2 times and lost badddly but I didnt complain he didnt announce everyones happy. Isnt there a rule against whiners?
    There are online etiquette guidelines that are enforced (they are, believe me, we've already banned a couple of people). As for elephants and chariots, there is no rule saying you must announce them. Just improve your game and make your army versatile (i.e. if you forget to bring any jav-armed men, your problem).
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  2. #2
    Unbowed Unbent Unbroken Member Lazy O's Avatar
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    Default Re: Europa Barbarorum: A Look Into the Past

    @Vartan; I have a crapload of time over the next two days, I can do all the tests you want just PM me the time in GMT format and Il confirm


    Spoiler Alert, click show to read: 





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  3. #3

    Default Re: Europa Barbarorum: A Look Into the Past

    People, feel free to make suggestions for possible studies/tests. If the test absolutely requires two humans to make it work, you can use the EB Online networks to do so. There is another study coming your way pretty soon; I got positive reaction from a member whom I asked to publish his study.

    Ludens et al, does this need to fall under Gameplay Guides or another sub-forum? If so, please move it as you see fit. Thank you.
    EB Online Founder | Website
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  4. #4

    Default Re: Europa Barbarorum: A Look Into the Past

    Vartan asked me to repost this preliminary cavalry study I posted in the "Let's talk about cavarly" thread:

    Quote Originally Posted by Captain Trek View Post
    Anyone who's read my "some random thoughts" thread will have seen me say the following about cavalry... I've decided to repost these points here because I feel they are pertinent to the thread...

    Whilst wielding my Thessos like the mighty hammer that they are, I seem to have discovered what makes cavalry charge without having lowered their lances (and thus not dealing the level of damage that they should). It seems to be that if they facing away from the unit they are ordered to attack when already inside of charging range, they wheel around and run into the enemy unit without leveling their lances. In contrast, I've found that if they were either initially outside of charging range when told to attack (and thus given sufficient time to get turned around before entering charging range), or else within charging range but facing the enemy, they seem to almost invariably lower their lances successfully. This may not be all there is to cavalry failing to lower their lances, but taking it into account has made my already powerful Thessos (not to mention my general's bodyguard, which is quite large as he's the faction leader and has a good influence score) even more deadly...

    3: I've seen the constant complaints about heavy cavalry tiring too quickly, but honestly it doesn't appear to be as big of a problem as many make it out to be. Sure tired Thessos are slower, but not only have I found that my Thessos often stubbornly refuse to drop below "winded" (wherein they are still relatively fast), but that even being exhausted doesn't appear to affect the power of their charge all that much. Case in point, the recent battle I mentioned earlier against three 'tolly armies coming at me from three different directions. My Thessos and general were charging around the battle field hammering infantry units and chewing up skirmishers for ages and were soon exhausted, but during the process of mopping up what was left of the enemy force after things swung to my favour, I charged one of these exhausted Thesso units onto the back of a unit of engaged and undamaged unit of Klerouchoi, the unit suffering 10 casualties on impact and another 15 within the next second or two, the Thessos suffering only one or two casualties (and that's not a hyperbolic statement, it was literally either one loss or two, but I cannot remember which) in return. The Klerouchoi then proceeded to rout and my Thessos cut them down pretty much before they could even start running. 30-odd casualties is what I would, from my experience during the campaign, expect fresh Thessos to deal upon charging into the rear of a well-ordered medium phalanx, so if exhausted ones are only losing a little over 15% of their charge effectiveness, I personally consider that to be pretty good... And as I said, they're hard-pressed to drop below "winded" most of the time, from what I've seen...
    In addition, I have now run some custom battle experiments to see whether the observations I made of my Thessos hold up in a controlled environment... Turns out, they don't in the least... What I did was play as Makedonia with a unit of Phalangitai Deuteroi and a unit of Hetairoi vs a unit of Selukid Pezhetairoi. I'd let the Selukid phalanx walk onto my own and then hit it in the back with the Hetairoi at different stamina levels, testing each of fresh, winded, tired and exhausted three times and counted how many troops the Hets killed before "bogging down". The results were interesting to say the least...

    Fresh: The Hetairoi dealt 18 kills before "bogging down" on the first trial, 24 on the second and 20 on the third.
    Winded: 24 on the first trial, 20 on the second and 23 on the third.
    Tired: 13 on the first trial, 15 on the second and 16 on the third.
    Exhausted: 9 on the firs trial, 21 on the second and 9 on the third.

    That second "exhausted" trial appears to be an outlier. If we ignore it, it appears from these preliminary tests that the charge of vanilla Hetairoi is all but identical at "fresh" and "winded", but loses around a third of its standard effectiveness at "tired" and perhaps 60% of its standard effectiveness at "exhausted". If this is true across the board (and I'll run this test again with Thessalikoi when I can be bothered), then my observations of my Thessos in my Makedon campaign (which is now finished, by the way) must be due to terrain features or else upgrades and veterancy (though I could have sworn the unit I am refering to in the above quotation had only a weapon upgrade and one bronze chevron, which you wouldn't think would make such a massive difference).

    I also did some quick tests with Hippakontistai (mostly for giggles) and Hippies (to see how the so-called "medium cavalry" would fare), again with the cavalry charging onto the back of Pezhetairoi pinned by Phalangitai Deuteroi (Deuteroi so they'd be less likely to kill many of the Pezhos themselves) . I only did these tests on "Fresh" (I may do them on the other fatigue levels later)...

    Hippakontistai: 4, then 0, then 2.

    Hippies: 8, then 4, then 8.

    The difference between the Hippies and the Hetairoi is quite staggering, with their fresh charge being less effective than the exhausted charge of the Hets... Again, I actually used Hippies in my Makedon campaign and I could have sworn they were more effective than that (if a little casualty prone)... I don't know, maybe my choice of unit explains the differene (certainly Pantodapoi Phalangitai were my most common main-line enemy in that campign, which are weaker than Pezhos), but regardless, it does indeed seem that being tired or worse is severely degrading to a unit's charge. I do plan to do more tests later, but for the moment, what do you think of these preliminary results?
    I'll certainly be running more tests into the future, but for the moment, I'd like it to be known that Sauro bodyguards appear to have trouble maintaining formation and charging when they're within a town. I find I can normally pin down whatever's on the town square with infantry (in the case of this Sauro game usually a unit of merc infantry hired to provide a battering ram crew) and charge into their backs with my generals and other heavy cavalry for massive damage, but my Sauro bodyguards just wouldn't do it for me and wound up having to slug it out toe-to-toe with the square defenders... This is not, however, a problem on open fields. Even when the bodyguards still have arrow ammo, holding the alt key (for their lances) and double right-clicking causes them to run at the enemy in formation, and then switch to their lances and lower them as they come into charging range, so that's fine...
    Last edited by Captain Trek; 10-10-2010 at 01:49.

  5. #5

    Default Re: Europa Barbarorum: A Look Into the Past

    Quote Originally Posted by Captain Trek View Post
    I'll certainly be running more tests into the future, but for the moment, I'd like it to be known that Sauro bodyguards appear to have trouble maintaining formation and charging when they're within a town. I find I can normally pin down whatever's on the town square with infantry (in the case of this Sauro game usually a unit of merc infantry hired to provide a battering ram crew) and charge into their backs with my generals and other heavy cavalry for massive damage, but my Sauro bodyguards just wouldn't do it for me and wound up having to slug it out toe-to-toe with the square defenders... This is not, however, a problem on open fields. Even when the bodyguards still have arrow ammo, holding the alt key (for their lances) and double right-clicking causes them to run at the enemy in formation, and then switch to their lances and lower them as they come into charging range, so that's fine...
    This is an engine-related issue and not specific to certain units or factions. Also, want me to do the write-up, PDF upload, etc. (a la paradigm prescribed) or do you plan on it?
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