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Thread: fuedal foot knights

  1. #1

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    they are looking more and more like an attractive unit to take, despite the 20 man cut from your standard maa unit. their morale is double the chivs and attack is higher.

    i haven't or can't decide if the boosted morale is worth more, especially in 5k games, or those 20 extra units in a standard maa unit is worth more. i guess it's a question of quantity over quality.

    what are some opinions of those who frequently play lower florin games... footknights vs standard maa units, reasons why you like/dislike, or employ them in your army. has any tests been done?

  2. #2
    Freedom Fighters Clan LadyAnn's Avatar
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    Some factions, you don't have a choice, especially playing certain scenario (e.g. early where the CK and Crusader Knights are not available), so FFK is a much better choice than leaving the slot open or give it to missiles (which may cost as much).

    I still don't want to use FFK often, and only if I couldn't avoid using it: the FFK are slow (their main drawback) and have only 40 men. But their high morale means they are stabilizing force, to be thrown in to melee as enforcement, usually at center of the melee (Small units can find gap easier).

    Annie
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  3. #3
    Chief Sniffer Senior Member ichi's Avatar
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    I like to use 1 or 2 FFKs in the center, just behind some spears. The small size can be used to an advantage to slip through gaps in the enemy line, or simply to hold off a big hit in your middle. Using them alongside or with 100 man spears also reduces the 'outnumbered' valor penalty factor.

    As An correctly points out, they are slow. And if they rout they will take the lower valor rabble around them - FFKs are frequently at the beginning of my chain routs.

    I have seen some of the best players use them in long rows of two, but when I try it I get smashed.

    At low florins I think they are a viable option.

    ichi
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  4. #4

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    IIRC, FFK are normal speed units. CFK are slow. Right?

  5. #5
    Member Member Kongamato's Avatar
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    Cran is correct. CFK are the slow kind that are good against cavalry. CFK have some good stats too, and I personally do not think they have been tested enough against infantry. They might have some potential there.
    "Never in physical action had I discovered the chilling satisfaction of words. Never in words had I experienced the hot darkness of action. Somewhere there must be a higher principle which reconciles art and action. That principle, it occurred to me, was death." -Yukio Mishima

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    Senior Member Senior Member 1dread1lahll's Avatar
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    FFK walk 6 run 10 charge 11, same as standard foot troops..as Ann pointed small size units can 'shoot the gap' so to say... I used Royal kinghts for this for a while, to get behind enemy without riding arround enemies flank, set behind foot, wait for a gap to open and go.... but I find they not quite worth the koku in that capacity..

  7. #7
    Wait, what? Member Aelwyn's Avatar
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    I know they're not usually the best unit to take, but they're still one of my favorite units, I don't know why. But they have to be protected, you can't just let them run after people. They will be very effective around your main line, but get them too far from it, and they can be routed by a cav charge. Not at full strength, but if they're down past 1/2 strength, and they lose 2-4 men in a cav charge, they are in danger to run.

  8. #8
    Magister Vitae Senior Member Kraxis's Avatar
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    At 5k they are very important in the main line, but I find that CMAA are better. But the morale is what I go for in their case.

    They will rout early if you pit them against superior enemies. Their low numbers put them at a destinct disadvantage and if the enemy is stronger they will quickly defeat the FFK. That might be reason for their early routs.
    You may not care about war, but war cares about you!


  9. #9
    Member Member Sulla's Avatar
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    This one is simple. At 8k and above, DONT USE THEM. As you have read b4, they simply rout when they get cut up by cmaa or fmaa or militia. They only have to loose a couple of men (20) to be in danger of routing, and there stats arent that great. Iv seen it in an 8k game recently, it started a chain rout and it lost them the game, with very few kills (2 v 2 winning side lost a grand total of 450 men). at 8k, what works best for me anyway, is a CWB army 2max, with 2 ms, 2 cmaa and 2 fmaa. your basic holding inf, and the lower morale isnt a problem at this florin level, as many units have lower morale. Also try to use 0 valour knights or val 2 mounted sergeants, its the only real option. If you boost cav, your inf will suck, if you boost inf to much, your cav will suck. Also xbows tend to get more important in a 8k game, because they dont cost that much (you can have a nice xbowline for less then 1k)

    You could also use cmaa val 1, weapon 1, instead of val 2 (morale would be 6) and use the xtra cash to get 4 chivalric knights val o)

    one mistake at this florin level and you won't recover, simply because mass routs are more comon here.

    Iv also played a game (10k) vs val 2 halbs and val 2 orders recently (4 of each). It wasnt the easiest battle (mainly because i used 8cav) but with a good core of inf, and a unit of camels of my neighour and ally still managed to beat him. SO, what matters still is: Good attack/defend value. Its nice to try and hold your enemy, but you should kill a few to Balanced cavalry (between 6 and 8, exception.. when you play turks you can use the Heavy Janni's to kill of cav so everything between 2 and 6 is good).

    Anyway, thats my opinion. You dont have to use the info , but dont expect mercy when we are in battle. As I said b4, NO PRISONERS

    regards Sulla, proud member of Kenchikuka


    A good general must love his army, A great general must be able to order the death of the thing he loves.....

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