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Thread: Phalanx units ruin the challenge of siege/city defenses
Jambo 09:31 03-29-2005
This may seem a little controversial to some, but I reckon phalanx units really ruin the challenge of the siege and city aspects of this game. It's almost impossible to lose a city to the AI when you're defending it with phalanx units. Simply align them in the city plaza at strategic choke points and wait for the AI to launch itself on the units in whatever random and inane order it chooses. I will sometimes lose as little as 1000 when defending cities with phalanx units. I'm not even talking about the top phalanxes either, simply militia hoplites or levy pikemen will do.

Granted, this is as much to do with the strategy the AI employs for city assaults as it is for the power of a phalanx in tight choke spots. The AI fails to use archers properly once inside the city - instead of firing on stationary units like phalanxes, it will use all archers and skirmishers in melee to get to the city plaza.. In fact, as soon as a city wall is breached or once inside a city, all AI units do is charge in an ill-thought-out manner to the city plaza.

The trouble is, trying to find a suitable solution to keeping the game challenging when using a nation with phalanx units? In the field I'm aware phalanx units are far more susceptible and major nerfing will impact on this part too much. Does anyone have any ideas?

So far, what I've decided to do is try reducing the "mass" of phalanx units a little (by 0.2), so that in city fights there will be a greater chance that a massed mob of attackers can disrupt their formations a little more.

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BadBreath 11:16 03-29-2005
Originally Posted by Jambo:
This may seem a little controversial to some, but I reckon phalanx units really ruin the challenge of the siege and city aspects of this game. It's almost impossible to lose a city to the AI when you're defending it with phalanx units. Simply align them in the city plaza at strategic choke points and wait for the AI to launch itself on the units in whatever random and inane order it chooses.
Perhaps you should aim to stop the attackers at the wall. Personally I find that much more gratifying.

BB

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Shadar 11:43 03-29-2005
You wouldn't believe the times i've been slaughtered simply because i had to fall upon my phalanx in the town. Simply put, the best way to counter the said "overpoweredness" of Phalanx units would be to NOT OVERLAP THE UNITS IN THE CITY to the point where you got multiple units where you normally fit 1!! Once you start overlapping the units, they actually stand a better chance and withstand shocks a lot better because of the mass of troops within that square. Once you put them into non-overlapping layers, i.e. one in front of another, or one beside another, you'll find that phalanx units go down a lot quicker simply because the huge mass of assaulting troops pushing in on the phalanx shall (and will) eventally shatter the phalanx formation and leave the troops easy prey for melee units.

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Browning 12:43 03-29-2005
Isn't overlapping actually a cheating? Could units of that era be overlapped IRL?

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Watchman 13:14 03-29-2005
IRL ? I highly doubt it. Phalanxes were already in about as close order as possible to get the maximum "pike wall" effect; trying to squeeze them tighter wouldhave been counter-productive to say in the least.

Goes conditionally for all other troops too, mind you. Crowd too many people into too small an area, and not only will they become unable to fight but very possibly start suffocating each other to death in the press... The Romans were pretty insistent upon maintaining proper rank and file for a reason. The barbarian hordes that tended to end up crowding against the lines in huge confused masses on the whole didn't fare too well.

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SpencerH 13:26 03-29-2005
I havent had an enemy get past the walls so its a little hard to say whether phalanx in human hands are overpowered.

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The Stranger 09:16 04-01-2005
Originally Posted by Shadar:
You wouldn't believe the times i've been slaughtered simply because i had to fall upon my phalanx in the town. Simply put, the best way to counter the said "overpoweredness" of Phalanx units would be to NOT OVERLAP THE UNITS IN THE CITY to the point where you got multiple units where you normally fit 1!! Once you start overlapping the units, they actually stand a better chance and withstand shocks a lot better because of the mass of troops within that square. Once you put them into non-overlapping layers, i.e. one in front of another, or one beside another, you'll find that phalanx units go down a lot quicker simply because the huge mass of assaulting troops pushing in on the phalanx shall (and will) eventally shatter the phalanx formation and leave the troops easy prey for melee units.
that is what i always do, overlapping is pretty unfair. i always put them behind or beside each other

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Craterus 22:01 03-30-2005
well of course, not mmuch can get past a phalanx if it's deep enough to absorb any charge..

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Beefy 23:42 03-30-2005
ITS so Easy to defend with phalanx's. even when the AI army has a spy and opens the gates. they just pile in the front gate and you just whack all your pikeunits infront of the gate and hey pretso they all rout, famous battle, go away you mumma's boys!

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Browning 09:20 04-01-2005
Yesterday I was defending the gate of Tylis with an inexperienced Merc. Hoplite unit against some rushing Thracian forces (I was experiencing the "leave all equipment and storm through the gate" bug). The general's guard and militia cavalry got first to my hoplites and... broke through them after like 1 minute of bloody fight. Too bad for Thracians that:
1. Their general died in the progress
2. Their reinforcements jammed the area in front of the gate and were beeing slaughtered by the Machine Guns on my gate.

So when I reinforced the now routing hoplites with a fresh Hastati and a half Equites (stupid me), the entire Thracian Army - still quite numerous and dangerous daresay - routed.


Why I say "stupid me": I sweared not to abuse the AI's stupidity, and I am sure the Tylis should fall after the Hoplites routed.

But I was surprised how fast they did.

Also, I was surprised that no napalm was thrown from the walls... Medium Walls...

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Husar 12:21 04-01-2005
Well, if you overlap phalanxes, then it´s your own fault.
I once had a Brutii army attack my city with onagers, the shot a hole into my walls and before my phalanxes(militia IIRC) could set up correctly, they got overrun by masses of romans, especially the charge of their general and their hordes of legionary cav broke the phalanx formation easily. sometimes the AI simply overwhelms your phalanx, especially with charging heavy cav. Didn´t play Rome that much lately though, so I don´t know how much heavy cav they field in 1.2.

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Dude_uk 13:39 04-01-2005
I agree the the problem isn't that the human player can do this, but more that the AI can not counter it. It is a shame that sieges are so nerfed given that nearly every major engagement is a siege!

In any event there should be some kind of penalty if a walled city is breached, but the attack repulsed (i.e. population loss, buldings damaged and detroyed). This at least makes the player suffer for thier advantage!

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The Stranger 14:04 04-01-2005
Originally Posted by Husar:
Well, if you overlap phalanxes, then it´s your own fault.
I once had a Brutii army attack my city with onagers, the shot a hole into my walls and before my phalanxes(militia IIRC) could set up correctly, they got overrun by masses of romans, especially the charge of their general and their hordes of legionary cav broke the phalanx formation easily. sometimes the AI simply overwhelms your phalanx, especially with charging heavy cav. Didn´t play Rome that much lately though, so I don´t know how much heavy cav they field in 1.2.

eh i think you should set up your hoplites before you push "start battle" i think it was meant for that.

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