I don't think we can establish such a relation as proof that the eastern factions were weaker. Don't forget that only in specific settings you can buy lots of ck or elite units with that extra armour. The line units (eg FMAA, MS, FS) are not in a position that allows them to disregard missile superiority. In lower morale games routing a single unit can create a series of continuous routs, therefore shooting with multiple archers/hybrids/HA a single unit (esp. on the flanks or if you have a decent cav to charge it after having something like 15-20% losses) can really be a considerbable advantage and help create situations where enemy mrl penalties stack.Eastern factions in MTW depended more on archers than did the Western factions. Since the armor was greater in MTW than it had been in STW and the ammo effectively less, the Eastern factions were less effective on any kind of map other than desert. (Ammo was 28 in both games, but distributed per man in MTW rather than per unit as it was STW. DUX mod for MTW/VI increases ammo on some archers to 32 and 36, and STWmod for MTW/VI also increases archer ammo to 36.) Eastern factions faired better in desert because there was less armor used and camels got their fear bonus, but even there the English faction was very good. Desert wasn't played much because of the higher fatigue rate. Fatigue rate hadn't been changed from STW which used smaller maps, so was not optimized for MTW although it was reduced slightly for desert in one of the MTW patches.
Missile superiority works better in non-flat maps in order to force an army to attack whether defending or not. This is more pronounced in the early era, but even when the enemy has pavs, easterners get very cheap fast and hard hitting cav and HAs, enjoying special advantages in large maps and low morale settings, where a single charge on the flanks can rout a unit.
Fatigue also favours those having missile superiority, because after 15-20 mins pass, the one who makes a move first will start feeling all the penalties sooner than his enemy. Easterners also tend to enjoy higher mrl for their line units. Ofc at 10 and 15k this isn't perceivable because upgrades tend to favour higher cost units, and they happen to lack units over 500 florins or so (apart from the JHC for the Turks and the bodyguard units but at 10k they leave much to be desired).
From my DUX mod experiences I can safely say that mobility is an advantage that can't be considered equal with pure brute power (eg high attack and defense scores). In vanilla VI, if you want to highlight such an aspect you need to have a specific team that has trained together plus a number of other factors, talking about 10k here. That's because western factions can afford to have ck chasing routers and decimating them quite easily, while cmaa and fmaa v3 can afford to stay unprotected from most cavalry types (no spears that is) if on hold and/or in a formation that presents no discernable open flanks.
And no, I won't bring RTW into this comparison, mainly because routers tend to evaporate when chased.
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