Jedi generals are arrow bait though.
Jedi generals are arrow bait though.
Fighting isn't about winning, it's about depriving your enemy of all options except to lose.
"Hi, Billy Mays Here!" 1958-2009
In one of my first MTW games- I was HRE and I attacked a rebel province
in the early game (Norway) I had a couple of spears, 1 peasant unit, 2 archer units, and a Royal Knight unit. Well, when the dust settled the
viking units had destroyed most of my unitsMy knights destroyed all
but one man- the king of the vikings. He killed all my knights, killed the last
of my spears and then went after my archers. He chased my last and only
unit all over the map. I finally ran them sort of sideways up a mountain and
they put a little distance between and fired off some arrows. Many shots
later they finally stopped the slaughter by knocking him off. You would think
that 25+ archers would easily be able to kill one man, but this was not so.
Everytime he headed their way, the archers would take off running. I know I'd like to have him leading my armies.![]()
PB-PL Commander/CC2 Commander/MTW Commander
Playing Wes' MedMod there was a battle where the Russian King and his unit of Dhrovars (like Bovars) came up on my flank, was confronted with several units of Lithuanian cav and some mounted X-bows and some Axemen, and killed them all.
After this slaughter, the Russian King, his companions dead, drenched in blood, stood alone among the piles of bodies. He faked left, he faked right, and got executed by a single point-blank volley from a full-strength unit of crossbows.
Phew!
DA
There's an entry in the VI readme document which says this 'everlasting fight' scenario has been addressed. Something about ramping up the factors, the longer the fight progresses. Presumably this means that fatigue factors accumulate on the jedi, to wear away their resistance.
The root of the problem is the 'valour transference' thing. If the enemy general's earliest victims are your valoured veteran units, he's absorbing lots of v1, v2, v3 points and his valour score soars to levels where he's just about unbeatable.
There's also the slightly silly feature whereby 100 infantry fight one man and you expect some swarming around him and maybe 8 individuals fight him from every conceivable direction (think of major compass points here, maybe 4 if only front, rear and two flanks are ever counted) instead, you get a 1 on 1 between unit leaders, with the rest of the unit just stood there, like dummies, watching the action or taking their turn every time one drops.
EYG
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"It is a very little known fact that defense skill actually factors in bullet time."
From experience, I think VI's problem is with the AI rather than the player. Even as the Byzantine, my 8 star generals can NEVER last as long as enemy 8 star generals. I think the patch just addressed the effect on the player's end rather on both.
Of course, it may be hardcoded this way on expert.
Fighting isn't about winning, it's about depriving your enemy of all options except to lose.
"Hi, Billy Mays Here!" 1958-2009
Originally Posted by antisocialmunky
No, it's the same way on Normal and Hard as well. My Jedi Generals, while they can kill a ridiculous amount of men, still die long before an AI JG would drop in the same situation. (Which is why I've learned to take them down with some type of x-bow unit when possible.)
"MTW is not a game, it's a way of life." -- drone
I am not entirely sure what you are referring to, but the engine limits the number of attacks recieved by one man in one combat turn to two, not one. That's what makes jedi so powerfull: swarming them has not as much effect as you would expect. At best, only two men are actually attacking him.Originally Posted by EatYerGreens
That's why you shouldn't attack them with spearmen and you shouldn't use hold-formation against them. Best not attack them at all: throw a naptha bom on them or shoot them from a distance. There is no limit to the amount of arrows that can hit a man at any one time.
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BTW spearmen got extremly low odds of doing damage vs high armoured/valoured units.
AP troops or units with very high attack is best in this situation (for melee).
We are all aware that the senses can be deceived, the eyes fooled. But how can we be sure our senses are not being deceived at any particular time, or even all the time? Might I just be a brain in a tank somewhere, tricked all my life into believing in the events of this world by some insane computer? And does my life gain or lose meaning based on my reaction to such solipsism?
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Generally from my experience, the best way to kill Jedi in melee is to make a V or unbalanced X with two spearmen or byzantine infantry and ram cavalry at him from the mouth of the V. The V setup also helps your archers get him, though, with a few FF casualties none-the-less.
You don't need AP either, anything that can do high damage from charging works just as well when you pull them back and slam the Jedi. AP's most useful if you plan on prolonged meleeing with him.
Fighting isn't about winning, it's about depriving your enemy of all options except to lose.
"Hi, Billy Mays Here!" 1958-2009
I came up with an answer to this Jedi thing a while ago. I invented a Jedi killing unit by turning the early Varagian Guard into a one man super-killer called a Champion I then gave him to all the Christian factions.
Then I felt bad for the Arabs, so I gave them a Master Swordsman. This was a bit of a goof because a rebel army popped up with three. They took out about a hundred guys before my Champions took them out.
"If it wears trousers generally I don't pay attention."
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