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Thread: New unit at the .com: Woodsmen

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  1. #1
    Member Member Zenicetus's Avatar
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    Default Re: New unit at the .com: Woodsmen

    Quote Originally Posted by Herkus
    I think that there have never been such military troops like "woodsmen".
    They all were peasants not bunch of guys who lived in woods, and I would like to see unit named Russian peasant levy with variety of weapons like javelins, spears, daggers, axes( not that huge one).
    I had the same reaction.... the individual model doesn't look bad (except for the length of the axe handle), but a full unit of these guys, all running around with that same axe and all dressed basically the same? Uniform weapons make sense for organized units, but not peasant irregulars like this. It would be so much better if they had a mix of agricultral weapon/tools like axes, scythes, pitchforks, etc. But I know the engine isn't really set up to handle this.

    Oh well. Maybe we'll eventually get a game engine and powerful enough computers to handle mixed weapon types (and stats), within a unit.
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  2. #2

    Default Re: New unit at the .com: Woodsmen

    To cut trees you need a big axe, the one the woodsman has may be just 20cm (2/3 foot) too big. If you've got a small axe, it's hard to make enough of an impact on the tree. Try cutting a tree with a hatchet of a foot and a half...
    Abandon all hope.

  3. #3
    Senior Member Senior Member Duke John's Avatar
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    Default Re: New unit at the .com: Woodsmen

    It would be so much better if they had a mix of agricultral weapon/tools like axes, scythes, pitchforks, etc. But I know the engine isn't really set up to handle this.
    The engine is up to it. Just like it an unit can have multiple helmets it can also have multiple weapons. I don't know wether the weapon system is able to handle it, but if you attach the weapon to the helmet, then if you 4 types of helmets you can have 4 types of weapons.

  4. #4
    Coffee farmer extraordinaire Member spmetla's Avatar
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    Default Re: New unit at the .com: Woodsmen

    Too bad they can't make other uses for woodsmen. Like a construction time reduction for siege weapons. I guess they'd have to make timber requirements then and that would make taking desert cities really difficult.

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  5. #5
    Legendary Member Taurus's Avatar
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    Default Re: New unit at the .com: Woodsmen

    I think it looks amazing. Nice axe!

  6. #6

    Default Re: New unit at the .com: Woodsmen

    That axe would be way too big and heavy to use on a tree. You'd exhaust yourself after a few strokes. And the handle is much too long, you couldn't control the aim of the blow properly.

    Unless you were using it in an overhead swing of course, but you don't cut trees down like that. Hmm, yes, seems this guy has stolen the huscarl's axe.

    Other than that, he looks okay. Oddly enough though, I *still* can't load the janissary.

  7. #7
    Thread killer Member Rodion Romanovich's Avatar
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    Default Re: New unit at the .com: Woodsmen

    Neither can I, even when waiting for minutes...

    Btw woodsmen were one of my favorite units in MTW1, when I could use them properly I felt like a good tactician. I used to train a few woodsmen instead of peasants for garrisons in Poland and Russia, and in early battles they were quite good to send around the flanks charging into the rear of an enemy pinning to halberdiers or militia sergeants hidden in forests.
    Under construction...

    "In countries like Iran, Saudi Arabia and Norway, there is no separation of church and state." - HoreTore

  8. #8

    Default Re: New unit at the .com: Woodsmen

    Quote Originally Posted by screwtype
    Oddly enough though, I *still* can't load the janissary.

    Try using Mozilla instead of your current browser - that worked for me.

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