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Thread: Problem w/ Wall Take Overs?

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  1. #1
    Member Member Productivity's Avatar
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    Default Re: Problem w/ Wall Take Overs?

    Quote Originally Posted by Marcellus
    I think that units fighting on a wall automatically fight to the death (where can they run to, after all?)
    They don't automatically get fighting to the death when they hit hte walls, it's when their moral breaks on a wall that they get fighting to the death.

    Does having it set at hard battles put a moral penalty on? If so your guys may just be insta-breaking as soon as they hit the wall. This is why I don't like difficulty settings that are created by just buffing up the AI stats and crippling your stats. It's sloppy design.

  2. #2
    Member Member Murmandamus's Avatar
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    Default Re: Problem w/ Wall Take Overs?

    Don't fight on the walls, it's worse than doing bridge battles. Use 2 onagers to take out the towers and make a couple holes in the walls (multiple holes will let you flank the defenders). You can usually take the center and get you defences sorted by the time the AI pulls it's other units off the walls to fight you. You only have to keep the enemy out of it for 3 minutes.

    Onagers are also good for taking out the walls where the enemy units are. If the AI is too slow or you have enough onagers on the job, you can get the wall destroyed under them which will kill most of the unit.

    Also, don't go in near the front gate. The AI will usually have it's main defences setup there.
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  3. #3
    Amanuensis Member pezhetairoi's Avatar
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    Default Re: Problem w/ Wall Take Overs?

    I shall modify Murmandamus' statement: Don't fight on the walls unless you have at superiority at least in numbers in infantry to the defender, preferably with superiority thrown in, and unless you can afford to lose the infantry.


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  4. #4

    Default Re: Problem w/ Wall Take Overs?

    yeah, im finding out that hard doesnt improve anything but the AIs stats, hm i usually just put it on auto resolve most of the time.

    Also on the hard mode those flaxman are pretty tough, i flanked the flaxman with my equities, while triarii where penning then down , what happened my entire force routed when one cavarly unit managed too break through my center witch was instantly holed up with my general, my general got scared (i think its in his stats though,) ran away, with the rest of my forces got scared too, even the ones which where all bythemselves and had the flaxman flanked...grrr


    I thought the AI stats would improve, not my own stats get lowered....bleh

  5. #5
    Member Member Zenicetus's Avatar
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    Default Re: Problem w/ Wall Take Overs?

    I like the challenge of taking the walls, so I wouldn't say it's a "do" or "don't" thing... just personal style. If you get enough men up there, after the main gate you can send them to capture the adjoining towers, so you don't get shot in the back if you're moving troops around the perimeter of a city. But yeah... you do need overwhelming force, and some attacks with ranged weapons beforehand.

    If I'm in a hurry, I'll flood the city with spies so I can come in from multiple directions with open gates. Lots of ways to do it, makes it interesting.
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  6. #6
    The Sword of Rome Member Marcellus's Avatar
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    Default Re: Problem w/ Wall Take Overs?

    Quote Originally Posted by dgb
    They don't automatically get fighting to the death when they hit hte walls, it's when their moral breaks on a wall that they get fighting to the death.
    Ah yes, of course. Thanks for pointing that out.
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  7. #7
    Passionate MTW peasant Member Deus ret.'s Avatar
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    Default Re: Problem w/ Wall Take Overs?

    Quote Originally Posted by dgb
    Does having it set at hard battles put a moral penalty on? If so your guys may just be insta-breaking as soon as they hit the wall. This is why I don't like difficulty settings that are created by just buffing up the AI stats and crippling your stats. It's sloppy design.
    AFAIK there's no moral penalty on harder settings. The AI's stats are not even superior to yours since 'hard' and 'very hard' settings simply beef up the attack stats of all units by +4 and +7 respectively...the enemy's as well as your own! This does nothing else than speed up battles considerably; as a consequence, a unit may find itself in a desparate situation much sooner than on 'medium' and all the more on walls where attackers are easily outnumbered (due to half of them still climbing up the siege tower). That's the best explanation I have to offer for such occurences.

    EDIT: There seems to be a morale BONUS for AI units on harder battle settings though.
    Last edited by Deus ret.; 07-27-2005 at 18:39.
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