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Thread: Projectile Duel Mode

  1. #1

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    So I'm scratching my head about this essential subject in the battledfield.
    I have always wanted to maximize the effectiveness of my projectile units, and my favourtie composition is 8 units, 3-4 muskets, 2 SA, 2-1 CA, 1 ninja.
    How much difference would they be if your samurai archers are put in 1 to 4 rows?

    in 1 row:
    they have the best area, deal out the most damage, idealy
    in 2 rows:
    they have the greatest area and deal out about the best damage, recommendedly (no?)
    in 3 rows:
    foot-archers: they have a good area and deal out good damage, with a relatively significant morale boost to 2 rows
    guns: the recommended, with better rate of fire + morale and worse initial damage.

    in 4 rows or more:
    gradually, more morale boost
    recommended for cavalry archers' skirmish

    in losse formation:
    they don't die that often, but have some potentially morale drop, in long term, it's hard to decide which is better.
    Your assumption is invalid, so is your logical deduction.

  2. #2

    Default

    Here I'm asking for your advice in using these projectile troops. Becoz once the war has started, there's little opportunity/chance to change the no. of rows.
    So overally, is the predefined no. of rows best?

    Also, magyarkhan and all cavalry archers fans and expert, plz give your insights in this unit.
    Your assumption is invalid, so is your logical deduction.

  3. #3
    Senior Member Senior Member Krasturak's Avatar
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    Gah!

    Krast always uses guns in three ranks.

    Archers are most effective on the battlefield in two ranks for long range and, in closer, use them in deeper formation.

    But usually when the battle gets close, there's no time to re-arrange the archers.

    Putting any missile troops in skirmish mode is a wasted effort. Put them in 'hold formation' mode. And support them with melee troops.

  4. #4
    Member Member Gothmog's Avatar
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    I am still learning this game myself, but I'll give it a shot...

    1) First of all, even after the battle is engaged, you can and should often change the formation of your units. "Close/Lose/Wedge" can be done by simply pressing the corresponding key; changing width/depth is a bit harder, but since it only involve click&drag, shouldn't be that difficult to implement in a speedy manner.

    2) Usually it's a rule of the thumb to deploy archer units in 2-rows when you use close formation. The soldiers in the 3rd row and beyond won't shoot as accurately and you are risking more friendly death. Archers in lose formation can be put in more rows without the penalty, but since this would usually take up too much space, you only put archers in lose when you are suffering too much casualty.

    3) Gunners are usually put in either 3 row formation to get faster firing rate, or doulb line for the maximum "gun scare" effect. Many players, including me, like the 3 row one.

    4) Sometimes you might want to put projectile units in a "fatter" formation (as Khan7 once said), meaning, more depth than 2 or 3. Your men will shoot less accurately, but you can squeeze more in the tight corner.

    5) I won't worry about the moral thing when deploying projectile units since they are supposed to inflict damage from afar. Plus, you boost the moral of your muskets by covering their flank and rear with melee units, instead of simply order those poor ashigaru to hug together in a tight knot.

    A side note about archers. After their arrrows supply is depleted, I usually pull them back and deploy them in about 4-row deep. That way, I can use them for h2h (usually flanking) when I desperately need manpower. Won't bother with gunners though. Plus with timer on, gunners probably will never run out of ammo before time expires.
    Pain is weakness leaving the body.

  5. #5
    Member Member theforce's Avatar
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    8 projectile units are a lot mate. try using less like 4 guns and 2 CA max. If you have many then the enemy will have infantry superiority.

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  6. #6
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    8 are too many. Try some 4 guns and 2 archers (CA or SA, depends on your playing style)

    3 men deep for guns.
    2 men deep for archers.

    Gah!

    Tera

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