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  1. #1

    Default Re: siege weapon field tactics

    Quote Originally Posted by vastator
    Personally, I've increased the number of ballistae/scorpions per unit to three (I think RTR uses four) to give them more firepower on the battlefiled. I may push scorpions up to four, but that will mean increasing the unit cost.
    And how do i do that? A doubling of firepower may convince me to give artillary a second chance

  2. #2

    Default Re: siege weapon field tactics

    I've noticed that except for the AI's ridiculous tendency to sit there and take it when defending, siege weaponry is mostly superfluous on the field. They'll do damage, and they'll wear down morale, but they are not cost-effective as field weapons. One notable exception is the bridge battle, of course, and that using siege weapons during one is a simple pleasure. Still, those are few and far between.

    One note on scorpions, though: they're actually useful in attacking stone-walled cities. They do a helpful job of removing defenders from the walls prior to using siege towers or moving in past archers.

  3. #3

    Default Re: siege weapon field tactics

    Quote Originally Posted by Mahrabals apprentice
    And how do i do that? A doubling of firepower may convince me to give artillary a second chance

    First time i have ever quoted myself on here

    I am now using the SPQR mod, where there are no repeating balistas and scorpions & balistae have 4 pieces per unit and they are definatly worth while. I recommend any1 using vanilla changes thebgame to give double the firepower per unit

  4. #4
    Idiot Slayer Member bubbanator's Avatar
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    Default Re: siege weapon field tactics

    ^

    Anyone know what file it is in so I can change without getting a major mod?
    Never underestimate the power of stupid people in large groups...

    "Incompetence - When you earnestly believe you can compensate for a lack of skill by doubling your efforts, there's no end to what you can't do. "

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