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Thread: Ruling with chariots, a few points

  1. #1
    Parentum voto ac favore Member Dark_Magician's Avatar
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    Thumbs down Ruling with chariots, a few points

    Speaking on experience of scythe chariots, that is rough non missile chariots

    First, chariots should be forced running through the enemies and then turned back after they exited current enemy position. This should be done with as many clicks dragging them in desired fashion, as necessary. If they charge as in usual mode, they are much less effective. Of course, one chariot unit should be used against a line of, say, no more than 3 infantry units, so it is necessary to wait for a moment allowing for such odds. A stack of 6 scythe chariots coming from a forest (ambush :) has potential of easily routing about 1000 roman infantry with average loss of 1 chariot driver in each unit.

    Second, cavalry or elephants could add value to chariot charge, following chariots close behind. In such fashion I had an elephant unit receiving two instant levelups, killing 486 different enemy troops - the enemy was crowded in a city main street through which chariots and elephants promenaded.
    Chariots do not kill the enemies, just create a mess and turn them fleeing. Chariots are slower at turning and some hardened units which usually stay after chariots run through them could be quickly helped change their mind by a cavalry strike.

    Third, firing equipment should be switched off. Chariots do go crazy and a unlucky onager ball does it to them. If chariots go crazy when enemy isn't routed yet they get killed quickly.
    Fourth. If you have left, say, less than 2/3 chariots in one unit (losses in previous battle), consider removing it. Or put far away. It has a potential of going crazy in a proximity of the enemy. A unit of 1/3 in strength would probably go crazy when you hit "start battle". And kills in your troops line.

  2. #2
    Member Member Didz's Avatar
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    Default Re: Ruling with chariots, a few points

    From a purists point of view I have no interest in chariots that charge through enemy formations like four-horse powered lawn-mowers. I don't think thats how they were used in real life.

    Its like the big debate about mounted knights in the MTW forum, we have to decide if we are trying to simulate history or Universal Studio's special effects departments version of history.
    Didz
    Fortis balore et armis

  3. #3

    Default Re: Ruling with chariots, a few points

    I much prefer elephants for the same duty. They disrupt enemy formations just as good, they can actually survive and fight if bogged down, and they have a convenient spike to deal with any "running amok" issues that might occur at inconvenient times and places. The one advantage that chariots have over elephants is speed, and for what I use chariots/elephants for, this isn't a big deal.

    However, not all empires that have chariots also have elephants, so you use what you can get.

  4. #4

    Default Re: Ruling with chariots, a few points

    Quote Originally Posted by Didz
    From a purists point of view I have no interest in chariots that charge through enemy formations like four-horse powered lawn-mowers. I don't think thats how they were used in real life.

    Its like the big debate about mounted knights in the MTW forum, we have to decide if we are trying to simulate history or Universal Studio's special effects departments version of history.
    I think the way RTW depicts scythed chariots is all to far removed from reality; they were supposed to plow right into the enemy formation, though they were usually one-shot weapons since the driver would jump out before the chariot hit home.

    As for the knight debate, you don't happen to have a link to it? Sounds very interesting.

  5. #5

    Default Re: Ruling with chariots, a few points

    Quote Originally Posted by Didz
    Its like the big debate about mounted knights in the MTW forum, we have to decide if we are trying to simulate history or Universal Studio's special effects departments version of history.
    Or, option three: we're not trying to simulate history, just play games loosely set in historical worlds...

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