can someone explain to me when you should put on guard mode and why?
thanks in advance.
can someone explain to me when you should put on guard mode and why?
thanks in advance.
Funny! I had the same question and I just read froggy's guide.
Guard makes your unit stay in the same formation and place; at least as long as possible. If you order to advance, it leaves the place but keeps formation.
There may be problems if you use it careless. If a unit on guard is attacked in the rear, for example.
For more details and more accurate information read the guide!
The makeup of your army will be an important factor. I tend to use a more infantry/archer based army with limited calvary support so I always use guard mode.( offensive or defensive doesn't matter) I feel it is needed to maintain my battle lines. If one of my units not in guard mode causes a enemy to rout they will purse them causing breaks in your ranks. If this happens in the beginning of the battle when the outcome is still not certain it will create a hole in the line the enemy can exploit and get to my missile units. Once the outcome is for sure, I allow the units to purse and destroy the enemy.
I have a vague memory that guard mode ups your defence at the expense of your attack (as well as getting the unit to hold formation). So it would be useful when receiving an attack, perhaps especially for spearmen against cavalry. More generally, you could use it to protect an "anvil" units on the front line knowing that the real killing will be done by your "hammer" units about to strike on the rear or flank.
I must say I share Froggy's perception that guard mode often does not seem to give me desired results so I usually don't bother with it for my Romans infantry. They are supposed to get out their and kill things, not turtle. But maybe I should use the formation more.
I mostly use guard mode when defending walls. I put phalanx units around each gate/breach the enemy is coming from with guard mode because if they dont have it on, they tend to follow the enemy, and getting them out to the open where im less advantageous.
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AMIR
As others have said, guard is important for holding down positions instead of pursuing. Doubly importnt for phalanx units since they get in trouble quickly if they get flanked while pursuing.
Is it true about the defense increase? First I've heard of it and never came across this in guides.Originally Posted by Simon Appleton
That's what it says in the Prima Strategy Guide (p124). It says the stats change only "slightly", so I suspect it is like the +2 defence, -2 attack that was in MTW.Originally Posted by orangat
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One thing that I'm sure, your units won't chase routing/retreating enemy in guard mode, which is useful especially defending against sallies in which the magic autofiring machine-walls are involved.
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Ja mata Tosa Inu-sama, Hore Tore, Adrian II, Sigurd, Fragony
Mouzafphaerre is known elsewhere as Urwendil/Urwendur/Kibilturg...
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The effects of guard mode is most apparent if you have a modded version of the game with a lower killrate. Units in guard mode attempt to hold position, and only attack when directly confronted by the enemy. They have less chance of successfully killing the enemy, but an increased defensive ability. This makes the unit more useful at holding a breach in a wall, or just keeping the enemy at bay whilst other units flank the held enemy. Unfortunately with the fast kill rates of the default RTW game, units on guard mode typically drop dead faster than they can hold the enemy off, so it often isn't worth bothering with. Slow things down, and a spear unit can often guard a street for quite some time. Phalanx units are also less effective at killing when in guard mode. They prefer to keep formation and are less prone to closing ranks with the enemy when in the default guard mode. Much of the time, it's best they stay in guard mode though as they can pin the enemy down whilst the cavalry flanks and strikes their foes from behind.
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As Spatula said, using guard mode means that your unit won't go chasing a routing enemy. It will sit and take whatever the enemy can throw at it (particularly useful for a phalanx unit that needs to stay in formation). Unfotunately it seems, as mentioned before, that it's attack is seriously impeded.
Personally, I use guard mode only when using phalanx or when I'm seriously outnumbered by inferior troops. Then they can throw themselves at you and rout, then the next enemy units do the same. Romans are also good for this because of their high defence rating.
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A man may fight for many things. His country, his friends, his principles, the glistening tear on the cheek of a golden child. But personally, I'd mud-wrestle my own mother for a ton of cash, an amusing clock and a sack of French porn. - Blackadder
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We don't know much about the RTW combat system, but if we assume it is like that in STW and MTW, then changing attack or defence stats by one point will change kill probabilities by a given %, say 10%. I might assume that switching to guard mode lowers your kill chances by 20% and lowers your chances of being killed by 20%. If that were true, then I would say that was a good trade when you had a higher chance of being killed than of killing[1]. Hence, I would advocate using guard mode for inferior troops - e.g. poor infantry facing cavalry. With Romans facing inferior troops, I'd be inclined to let them play to their strength and go kill things.Originally Posted by Slug For A Butt
I'm not sure how morale factors into this. I see your point that the inferior troops may route sooner or later. But then again, inflicting casualties on them faster may induce a quicker route.
[1]As the player will hopefully get into favourable match-ups, I think this argument strengthens what seems to be the consensus view that guard mode should be used sparingly.
I use it for my whole infantry line. I quite often find it a very bad thing to use with cavalry because if they get hit while stationary your cavalry will get slaughtered, even lowly militias can chew-up stationary cavalry in guard mode.
Guard mode is excellent in receiving charges. Also it prevents your infantry from turning to engage a unit. If a unit turns that is in the middle of your line it now has an exposed flank towards the enemy wich the A.I. in 90 percent of the cases will pounce on.
Also guard mode keeps your troops in a fresher state since stamina is an average of the whole units fatigue. With only the front row fighting and dieing the rear ranks come in to fight with fresh stamina.
When a fox kills your chickens, do you kill the pigs for seeing what happened? No you go out and hunt the fox.
Cry havoc and let slip the HOGS of war
hmm I have sometimes that my units leave my lines to persue the enemy that turns and run and so breaking formation (I hate that!) cause sometimes other units will ride through the gap.
After reading this string I wonder, is the less killrate worth the guard mode?
carpe noctum (and their women!)
One of the complaints I heard about R:TW is that the entire unit suffered fighting-fatigue when only a couple of men were engaged. Did they fix it in the newest patches?Originally Posted by Oaty
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RE: Ludens
It does work although it may not work like the fans want it to.
This has worked since 1.2 patch or earlier. From my observations when only a few men are engaged the unit will very unlikely tire unless that unit was small to begin with. I play on huge where this will have a bigger impact 10 out of 160 men vs 10 out of 40 men engaged is a huge difference. Guard mode greatly reduces the chance that the rear ranks will engage and help prevent fatigue.
Also how you play will have a factor, if you string your guys out of course they will tire quicker, whereas if you box the unit much less will be fighting.
So theres plenty of factors when counting for fatigue.
When a fox kills your chickens, do you kill the pigs for seeing what happened? No you go out and hunt the fox.
Cry havoc and let slip the HOGS of war
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