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  1. #1
    Senior Member Senior Member Oaty's Avatar
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    Default Re: Cavalry way overpowered

    Cavalry is'nt so overpowered but I'm playing on huge units wich makes it a bit different(units have more staying power). The trick is to bog the cavalry down once they lose there momentum they are sitting ducks. What makes them appear to be way overpowered is if they route the enemy before there charge loses its power they can continue the charge on. But if the unit withstands the charge that cavalry is pretty much screwed.
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    Member Member Praylak's Avatar
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    Default Re: Cavalry way overpowered

    I agree, thats exactly what I seen happening. They get their almighty charge, but if they get hung up in group they attacked, they get chewed badly. I've found a deep formation of Legionaries on defend take a cavalry charge pretty well. Cavalry has seem to become a bit of gamble, I like it really. Knowing when to charge and who to charge, makes all the difference.

  3. #3
    Member Member slackker's Avatar
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    Default Re: Cavalry way overpowered

    i don't hav the game but heres a ques: is the computer AI smart enuf to withdraw their calvary and recharge? i.e prevent if from being bogged down..
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    Member Member Daevyll's Avatar
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    Default Re: Cavalry way overpowered

    As long as you stand still before the charge, and have 'guard' mode enabled, I find that my Hastati stand up pretty well to a cavalry charge.

    Granted it's 'only' Barbarian cavalry, but then Hastati are only light infantry themselves.


    Conversely I've found my Equites massacred by Gaul Swordsmen on several occasions.

    What _does_ make a huge difference (but then so did it in STW/MTW) is the General's command/traits.
    I still wish for a way to tone down the effects of the general a bit (say 50%).

  5. #5
    Member Member Sir Toma of Spain's Avatar
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    Default Re: Cavalry way overpowered

    Quote Originally Posted by slackker
    i don't hav the game but heres a ques: is the computer AI smart enuf to withdraw their calvary and recharge? i.e prevent if from being bogged down..
    I had it happen to me once. It was in an ambush (i got ambushed) and i was out numbered 1024 to 220.
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  6. #6
    Cellular Microbiologist Member SpencerH's Avatar
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    Default Re: Cavalry way overpowered

    Quote Originally Posted by slackker
    i don't hav the game but heres a ques: is the computer AI smart enuf to withdraw their calvary and recharge? i.e prevent if from being bogged down..

    Yes, and with the right conditions it can become a Benny Hill parody with the cav withdrawing, circling, attacking, ad infinitum, all done at 'cockroach speed'.
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  7. #7

    Default Re: Cavalry way overpowered

    The running speeds in the game seem about the same as in the demo, and they are too fast. If those speeds were reduced, the effect of fatigue and charging might improve, and you would be able to control more units at a time. I'm stunned to see that walking, running and charging speeds have been removed from the unit stats. You cannot directly mod these speeds.

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  8. #8
    Father of the EB Isle Member Aymar de Bois Mauri's Avatar
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    Angry Re: Cavalry way overpowered

    Quote Originally Posted by Puzz3D
    The running speeds in the game seem about the same as in the demo, and they are too fast. If those speeds were reduced, the effect of fatigue and charging might improve, and you would be able to control more units at a time. I'm stunned to see that walking, running and charging speeds have been removed from the unit stats. You cannot directly mod these speeds.
    That is very bad news. So much for the hoped "great modability" of the game. So they want to dumbify their games?

    Fair enough. I guess I won't bother with the TW series anymore.

  9. #9

    Default Re: Cavalry way overpowered

    Quote Originally Posted by Aymar de Bois Mauri
    Fair enough. I guess I won't bother with the TW series anymore.
    *chuckle* You'll miss out on what is most assuredly one of the best games in years (problems notwithstanding) because the movement stats have been moved to a different file?

    Your loss.

    (you can still mod movement rates, they're just stored in a different place)

    edit: I haven't faced too much enemy cavalry yet, but what I have hasn't been a problem. Deep formations are the key. Granted, I've only gone against light cavalry, but in my experience, if the cavalry fails to 'break through,' they'll be dogmeat in no time. Even light infantry cuts them down pretty handily once they lose their momentum. That probably doesn't hold true for heavy cav, but how much heavy cavalry existed in this time frame? (besides elephants)
    Last edited by LittleRaven; 09-27-2004 at 19:45.

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