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  1. #1
    Ja mata, TosaInu Forum Administrator edyzmedieval's Avatar
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    Default Re: most powerful faction

    Playing with Egypt requires you to play with chariots often - and I was never an adept of chariots because they would be hard to manage if you weren't fighting open ground.

    As for Carthage, the Sacred Band is tough stuff, but it's also expensive to both get there and to build.
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    Senior Member Senior Member ReluctantSamurai's Avatar
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    Default Re: most powerful faction

    I've always found the biggest problem with Carthage is public order in such a far-flung empire. Corduba, even with a decent governor, is a royal pain in the a$$. The other big difference with Carthage is the need for a very strong navy right from the start. With the Scipii and Julii constantly trying to debark armies on your shorelines, it's often hard to keep enough serviceable sailing ships afloat.

    The key to success is booting both the Scipii and the Greeks off of Sicily (one MUST take advantage of Hanno before he dies!), beating off all the embarked-in-ship armies, and developing Carthage, with its grain-driven population growth, as quickly as possible. Sacred Band can be had sooner than one might think if you manage Carthage efficiently.

    Round Shields are pretty much crap, but all you have at the start. Long Shields, with upgrades are serviceable, much like Greek Cavalry. Poeni phalanx is also serviceable, much like Phalanx Pike (though with less mass).

    The biggest oversight by the devs (although with some minimal modding can be corrected) is no archers of any kind except mercs. Ummm....the War ellies seat archers, so someone knows how to make bows

    As a maritime power, they really should be able to build quincquerems
    Yep. And to make matters worse, an AI-led Egypt will build several huge fleets in the Red Sea, where they are absolutely useless. It is, however, an easy thing to disable the ports at Memphis, Thebes, and Petra, from building ships.

    I must confess though, I have never had an army of just Cats and CA, that would be hard to stop.
    Very true. And it makes Armenia one of the most over-powered factions when played. Led by a Legendary General/Cavalry Genius/Legendary Attacker and a retinue of movement-boosting cards, there isn't any army on the board that can stop him
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  3. #3
    Ja mata, TosaInu Forum Administrator edyzmedieval's Avatar
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    Default Re: most powerful faction

    Fine then, I'll just mod out some ultra heavy Cataphracts, make them virtual indestructible tanks and we play.
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    Senior Member Senior Member ReluctantSamurai's Avatar
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    Default Re: most powerful faction

    What's an ultra-heavy Cataphract? The current in-game stats for Cataphracts already makes them tanks. Isn't their popular nickname Catatanks?
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    Member Member LordK9's Avatar
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    Default Re: most powerful faction

    Quote Originally Posted by ReluctantSamurai View Post
    What's an ultra-heavy Cataphract? The current in-game stats for Cataphracts already makes them tanks. Isn't their popular nickname Catatanks?
    I've never really like cataphracts - so slow; so hard to turn; so depleted after a charge. I built them; just wasn't impressed.

  6. #6
    Requin Member Vincent Butler's Avatar
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    Default Re: most powerful faction

    Quote Originally Posted by LordK9 View Post
    I've never really like cataphracts - so slow; so hard to turn; so depleted after a charge. I built them; just wasn't impressed.
    Their standard attack isn't great, though their charge bonus is. When they get into melee combat, have them go to their secondary weapons (shift-rightclick). Their maces are armour-piercing.

    Bear in mind, they are a specialized unit, and must be handled as such. They are not designed (in the game) to fight as would Macedonian or Legionary Cavalry. Their survivability is very good, and when they slam into an enemy... For kicks, watch them fight wardogs. I am soon going to put them against screeching women in a custom battle. I will DVR the moment of impact. Buwahaha!
    Blessed be the LORD my strength, which teacheth my hands to war, and my fingers to fight: Psalm 144:1

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    As modest stillness and humility:
    But when the blast of war blows in our ears,
    Then imitate the action of the tiger;
    -Henry V by William Shakespeare

  7. #7
    Senior Member Senior Member ReluctantSamurai's Avatar
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    Default Re: most powerful faction

    so slow; so hard to turn; so depleted after a charge
    The Heavy Cats are shock troops. Their best use is in breaking enemy lines and formations, particularly infantry. The three-line formation certainly makes a traditional cavalry wheel-route turn more difficult, but one shouldn't be depending on them for lightning-quick maneuvers. I've played all the factions that get heavy cats and never noticed a speed problem. They get where I want them to go, and charge when they're needed. If "depleted after a charge" means tired...that's a factor of how far they had to travel before getting into action. If you had to traverse most of the battlefield beforehand, then yeah, you're only going to get one good charge out of them before you see true fatigue.

    Armenia has the best flexibility in that you send the CA's out ahead to harass the enemy, and walk the heavy cats into position. The CA's can take care of themselves against most other cavalry, so one doesn't have to babysit them constantly like you do with the Scythian-style horse archer. I've found that Arab Cavalry make a good escort for the CA's when lancers are present. They're faster, and better in melee.

    Heavy Cats, when used for what they are intended for, can turn the tide of any battle pretty quickly. Just ask Crassus at Carrhae

    Speaking of Carrhae, it's in the list of historical battles you can fight...and one of the most difficult to win, IMHO. After the AI trashed me numerous times before I could notch a single win, I modeled my Cataphract army tactics along the lines of what the AI used on me. One of the few times the RTW battle AI humbled me

    I built them; just wasn't impressed.
    If you enjoy the Seleucids, put them behind the Heavy Chariots (works with Ellies too). When the chariots (or ellies) complete their charge (ie. pick a point beyond the units you are attacking so they don't get bogged down), immediately send in the cats and enjoy the ensuing mayhem. Chariots/ellies don't generate a lot of kills on their own, but they are the best at disrupting enemy unit cohesion and formation, which has a demoralizing effect. If your timing is good and the cats hit before a unit has reorganized....instarout

    I am soon going to put them against screeching women in a custom battle. I will DVR the moment of impact.
    Man you're cruel....................a screen capture would be awesome though
    Last edited by ReluctantSamurai; 10-31-2016 at 17:25.
    High Plains Drifter

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