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  1. #1

    Default Re: Shooting Commanders

    And that is precisely why the MTW AI is considered superior to the RTW AI - rightfully so. MTW is all about maneuvering the other side into an inferior position, I´ve seen battles with thousands of soldiers on both sides, resolved with only a few losses, entirely due to maneuvering.

  2. #2
    Senior Member Senior Member gaijinalways's Avatar
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    Default Re: Shooting Commanders

    That's a pity if Rome has better graphics but if the engine doesn't allow for complex maneuvering, it's a pity.

    I just returned from my European 'research' trip (my conclusion, expensive) and played some battles. One battel aganist the BYZ had me fielding some 600 plus men aganist about 1500 plus. My general was a 9, but I was still wondering if I was going to get my hat handed to me. I figured I'd give it a go as I didn't know thecomposition of his troops (figured it might be peasant stuffing) and I was hoping I had more missile troops. Started off he had some seige engines, which I find useless sometimes in a battle, and I used my cav to cut them down and take out some archers. Of course, for some reason he kept his general back with the seige equipment. I had 4 cav units down there, so the archers were dead meat.

    The AI didn't rout everybody, though the general being captured did rout his other troops fighting me. I followed and they regrouped with some new troops coming on, another battle. Finally I decide to push him off, though of course I risk tiring my men as they have come all the way across the battle screen. Manage to have my cav save the day again, taking down countless units, even let my general cav unit in to go at some xbows that were annoying me.

    Final count me- 347 dead, AI - 1300 plus. Not bad for a battle I was thinking of chickening out on, but since they were mercs, I thought, what the hell.

  3. #3
    Enlightened Despot Member Vladimir's Avatar
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    Default Re: Shooting Commanders

    I like to bring 3 of my longest range artillery units to try to force the enemy to move off their defensive position. Terrain denial is where you force the opposing army to move to a (hopefully) less favorable position. I build my armies in such a way that the three units missing are not sorely missed on the attack. Then there are the times where the AI just sits there and takes the pounding, which is just fine with me.

    I’ve never had a problem with the enemy running around and tiring my troops out. In less there is a steep incline I usually just march my army right up in front of them and fire away. I also don’t have the timer turned on because I like using missile troops and prefer to finesse my troops on the battlefield. Guns also tend to be much more effective against the Jinette menace.


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  4. #4

    Default Re: Shooting Commanders

    Gaijin: Taking out the siege engines was something I´ve done initially a lot, too, they´re easy prey and mean a couple of units routed easily. However, in case of trebuchets, Mangronels and other not-rotateable siege engines I found it is better to leave them alone. Move out of their way and it means a liability for your opponent, since they can´t do anything and take up slots for units which could cause more damage to your troops. The engine crews will rout eventually anyways. Of course, it´s making use of the AI´s inability to field balanced armies (that´s something RTW, in my opinion at least, is better at, though it lacks in the use of those armies of the field).

  5. #5
    Senior Member Senior Member gaijinalways's Avatar
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    Default Re: Shooting Commanders

    This is true, if the siege machine is not covering an area that I need to go through to attack the AI . I usually find it's easier to take these guys down and stop them from playing havoc with my forces from a distance: .

  6. #6
    Member Member Alexios's Avatar
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    Default Re: Shooting Commanders

    Quote Originally Posted by Ciaran
    However, in case of trebuchets, Mangronels and other not-rotateable siege engines I found it is better to leave them alone. Move out of their way and it means a liability for your opponent, since they can´t do anything and take up slots for units which could cause more damage to your troops...
    This is an absolutely brilliant observation! I have never considered this before! Usually when I am (or expecting to be) in a situation where the fighting will take place within range of the AI seige engines, I will almost always try to take them out first regardless of what type they are. Perhaps I should rethink this strategy? Thanks for the elightment, Ciaran.
    "I have a catapult. Give me all your gold & silver or I will fling an enormous rock at your head." - an ancient Roman thief.

  7. #7
    Senior Member Senior Member gaijinalways's Avatar
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    Default Re: Shooting Commanders

    This last battle I actually followed your advice, but it was easy as the seige weapons were far from the main place of battle (I was defending). I had a nice kill rate of about 5 to 1, but unfortunately I had to autoresolve the next one (wife waiting to go to dinner), and then the pc crashed (ugh ).

    Oh well, don't you just love pcs !?

  8. #8
    Senior Member Senior Member gaijinalways's Avatar
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    Default Re: Shooting Commanders

    Actually too, in that same battle, I targeted the general for a short while, but I needed the missile support to attack other units. Later I ended up surrounding the AI general (Ums at that) when they came into the fray. Sometimes I find these assaults just as effective, whether you earlier target the general or not.

  9. #9
    Member Member Alexios's Avatar
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    Default Re: Shooting Commanders

    Quote Originally Posted by Ciaran
    However, in case of trebuchets, Mangronels and other not-rotateable siege engines I found it is better to leave them alone. Move out of their way and it means a liability for your opponent, since they can´t do anything and take up slots for units which could cause more damage to your troops...
    I wish I would have used this strategy once in a battle I had against the Italians... or was it against the Papacy? Anyway, they brought 5 trebouchets with them into battle (yes, 5!). Fortunately, the battlefront quickly progressed to the point where my army overran their postions, which I then quickly destroyed their weapons and crewmen.

    In hindsight, I probably should have left them there, as the front continued to progress on in behind them, and the AI had way more reinforcements to bring onto the field than I had. I ended up winning the battle, but it wasn't until I used the old trick of blocking their reinforcements at their entry-point by lining up a wall of spearmen and feudal sargeants (which I think some here at The Guild refer to as cheating ).
    Last edited by Alexios; 08-19-2006 at 18:03.
    "I have a catapult. Give me all your gold & silver or I will fling an enormous rock at your head." - an ancient Roman thief.

  10. #10
    Senior Member Senior Member gaijinalways's Avatar
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    Default Re: Shooting Commanders

    I've tried that, blocking the entry point, but I have found the AI finds other spots to enter, and then tries to swamp my units that are too close to the 'borderline'!

  11. #11
    Member Member Alexios's Avatar
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    Default Re: Shooting Commanders

    Quote Originally Posted by gaijinalways
    I've tried that, blocking the entry point, but I have found the AI finds other spots to enter, and then tries to swamp my units that are too close to the 'borderline'!
    Hmmm... interesting. What level of difficulty are you playing on? I had one situation where the AI reinforcements overwhelmed my blockade (which basically happened because my units were physically depleted from earlier fighting). But I don't think I have ever seen the AI reinforcements come in from a different position before.
    "I have a catapult. Give me all your gold & silver or I will fling an enormous rock at your head." - an ancient Roman thief.

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