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Thread: Step two three, shuffle two three, dance two three : the big phalanx question

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  1. #1

    Default Re: Step two three, shuffle two three, dance two three : the big phalanx question

    Another tidbit:

    If you find a phalanx unit switching to swords to fight (usually a bad thing), and want them to go back to swords, hit "Halt" a few times. Often they'll reform a pseudo-phalanx (in some random direction), and kill a bunch of the attackers in the process. Very devastating when it works. Obviously this won't work when fighting atop a wall.

    Another trick I've used is when the phalanx is fighting, but they are pointing the spears the wrong way, I'll order a rotation to get them to face the way I want them to. Very useful when a phalanx unit is intercepted going through a wall breach before they have time to reform. The unit will usually get a bunch of the spears pointing the right way. If the unit draws swords, try the "Halt" trick mentioned above to get them back into spear-mode.

  2. #2
    Member Member Someone Stupid's Avatar
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    Default Re: Step two three, shuffle two three, dance two three : the big phalanx question

    For the problem of hoplites, pikemen, etc. not being able to push through a line, I've found that raising the unit's mass helps (ran 6 trials) just now - V1.2. Spartan vs. Hastati. I wanted a unit that could kill quick on offense along with one that would stand it's ground on defence to take less time. It isn't much of an increase when you first make contact (you'll shove the first two lines into one which makes them die rather quick) and it gives it enough to punch completely through a line. You may have to click attack a couple times during that units battle as once you get severely flanked (since a Hastati line is slightly wider, it will happen), they stop for some reason. While a good deal of the "push" comes from dead soldiers, once you break down an enemy formation into about two lines (Hastati being the tested enemy), you can see the Spartans pushing the formation (minus the flanks of it) back at spear point dramatically - I pushed completely through to the point that I had hastati approx. several ranks behind me - still in gaurd mode. Those that aren't in the front of the line will wind up flanking you without even moving.

    Mass 1.3: Only the last line will show any real movement from being pushed, but there is some going on (Spartans). No real pushing at all (mass 1) (Militia Hoplites)

    Mass 1.99: The last three lines show movement (BARELY), at two it is somewhat noticeable, and by the time you get down to the last line (intact that is), you'll have driven completely through the ranks and you'll have the last line pushed back several lines from it's start, and being pushed back considerably further. (Spartans). Seems a tad better, not much though (Militia Hoplites).

    I had thought the mass variable only effected how calavry charges are absorbed - but going by the admittedly few runs I've made in testing, it doesn't seem to be the case. I'd have to run more trials (or someone else would) before I'd decide to stand behind this as fact. Six runs isn't a large sample size admittedly and I could have been getting some happy math in my favor during this.

    EDIT: It appears there MIGHT be some correllation - just that all it takes is one to bring the whole line to a stop making testing this a pain. One Hastati past the initial spears stops everything - gaurd mode will prevent this though. Also tried with Militia Hoplites - they didn't really push worth a squat regardless of the setting, and by the time they did, they lost so many that they would route 2-3 lines in at half strength. 4 trials were done with militia hoplites each at 1 and 1.99 mass. Anytime I got penetration with them, they started dying VERY quickly and would route 2-3 lines in.

    In the end, I can't truly say if it works or not.
    Last edited by Someone Stupid; 03-09-2005 at 01:17. Reason: Happy Math

  3. #3

    Default Re: Step two three, shuffle two three, dance two three : the big phalanx question

    I started a selucid campaign last night, and it was mainly my first time using phalanx(never bother with merc units b4, too slow for my taste).

    I admit these units take patience. I tried advice from here and some things work, albeit since I only had poor morale units, its hard to see if its the unit itself or the programming sometimes.

    I have witnessed cavalry charges get stopped but others push there way thru, I have seen my troops use use their spears to punch their way forward, but most of the time any success I have is because I babysit those suckers like crazy. Its bad enough I have crazy Selucid cavalry that HAS to run thru my foots formation when told to stop before hand, but activating/reactivating phalanx,guard mode, is almost making me find a non pike faction to try. But on the plus side I do love watching a phalanx engine goto work when it works right.

    I did notice one thing tho, it seems if they get caught off phalanx mode they do try to correct, and it was cool watching my troops try to force some space ahead of them with the swords and if they got the room the pikes would come out. I had a battle last night with 1 column using their pikes and the other 7 still trying to make room with swords. Bad thing is, with another phalanx unit to fight this is costly.

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