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Thread: Horse Archer Armies...(long text)

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    Upstanding Member rvg's Avatar
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    Default Horse Archer Armies...(long text)

    In my latest Turkish campaign (Early, Expert) I have come to realize the power of the speedy mounted archer... specifically, the power of MASSED speedy mounted archers.

    A full army of Turcoman horse is capable of destroying pretty much any opposition in Early with minimal losses. I took a zero star Turcoman Horse General, and after 8 victories he is a 4 star Specialist Attacker, with a full corps of battle hardened Turcomans under his command. Below, I will list my observations on using an all-horse-archer army. Ironically, the only units that I would not recommend using are the Szekely, as they are impetuous and tend to get themselves into too much trouble.

    1) The morale, valor, and melee capabilities of your HA army will not have much of an impact. All you need is speed and bows, which means that even though I was using Turcomans, there is nothing to prevent this strategy from working with vanilla HAs.

    2) The strategy is based largely on the fact that the AI is an absolute moron in combat (even on expert) and is incapable of fighting a highly mobile opponent.

    3) The presence of Archers will *not* counter this strategy. The presence of Heavy Cavalry will *not* counter this strategy. In Early, the only units that will reliably counter Massed HAs are the massed top speed light cav (i.e. Saharans, Steppes, Alans) or the Massed *Heavy* Horse Archers (like Steppe Heavies). Once Pavise units make an appearance in High, the viability of HAs takes a nosedive, but nonetheless, in Early they are VERY hard to beat.

    4) Most important tip on the battlefield: BREAK UP YOUR ARMY. Yeah, you heard me, split 'em. 16 HAs lumped together are a recipe for disaster. Normally, at the start of the battle (offensive, or defensive, it doesn't really matter) I would split them into subgroups of 4 and spread those groups around. By doing that I have given myself ALOT of room to maneuver (which is absolutely crucial for my survival) *and* made it impossible for the enemy to conduct a decisive attack/counterattack: if they split their army to attack all your subgroups, you win. If they send their entire army against one subgroup, you also win.

    5) Skirmish AI absolutely ROCKS. It is true that you *gotta* watch your HAs, but Skirmish AI is absolutely indispensible. It auto-pulls your HAs at the LAST possible moment allowing you to hoodwink the enemy units into chasing you, and once they do it, they are doomed. If an HA pulls more units than it can handle, assign a few other HAs as 'caretakers' for those extra units (all on skirmish AI of course). Generally, one caretaker per pulled unit is enough, unless you've managed to pull a general, in which case concentrate a few HAs on him at once.

    6) Escaping from a corner. Nobody's perfect, and occasionally, you'll get a unit of yours cornered. No worries, chances are, you'd still be able to take it out of the harm's way: switch to engage at will, change formation to wedge, and run, run, run in the least cluttered direction. Why wedge? Because it is the most compact formation possible. In the process you might lose a couple of men, but that would be the extent of it. If you have a solid posse of, say, heavy cavalry chasing you, head towards one of your unengaged subgroups, where you will assign caretakers to the heavies and get pressure off the original unit. Once out of harms way, get back into regular formation, turn on Skirmish AI, and go back into the fray. If the situation is hopeless, go ahead and hit the ROUT button. Sure, your men will leave the battlefield, but they'll get to fight another day and rob their chasers of whatever fatigue they might have left.

    7) Dealing with archers. Attacking a defensive position that has plenty of archers can be a daunting task, but by no means impossible. Ther is no perfect defense, so make those archers move. Approach from both flanks at once, and watch the AI pull the archers to the side in order to hit you. They got the flanks covered? Move your flank HAs a bit away and position a couple of HA units head on and start shooting. They got archers on flanks, remember? While those archers are scrambling back to the center, you are letting your arrows loose, and those archers aren't. They are back at the center? Approach from the flanks.... Basically, make your enemy try to cover himself completely with a blanket that isn't quite long enough. In the meantime, if you've managed to hit a few melee units, they might charge you, which is exactly what you're hoping for. Also, read the terrain. You are commanding the most mobile army possible, thus you are capable of utilizing the best features of the map. Don't be afraid to engage the archers in a duel, if you got the high terrain advantage. Also, if there's a forest within the archers' shot range, park your HAs there and let the archers pelt your men. Sure, you'll lose a few, but most of those arrows will be wasted, and an archerless army is a sitting duck vs HAs. Finally, if the situation is favorable (i.e. an archer unit has ventured a bit away from the main body), charge 'em. Unless you're facing some really badass archers (like mongol warriors or futtuwwas) they'll break, run, and be slaughtered to the man before help can arrive.

    8. Dealing with Slow and Normal Cavalry. Basically, the heavier the cavalry, the easier they are to deal with. If you get charged, send them on a wild goose chase, skirmish them until they are exhausted, then shoot them to tatters at your leisure. In the meantime, you can concentrate on decimating their footmen. Katanks and Camels can be treated as regular infantry since their speed is so lacking. Any armored unit is guaranteed to run out of wind before you do. Mounted Sergeants are much more dangerous in this respect, since they can run around for a looong time. I try to assign an extra caretaker to the MS unit and watch the skirmishing HA VERY carefully. If you do things right, the Sarges won't touch you, but they leave little room for error.

    9. Dealing with FAST Cavalry. Your only choice here is to supplement your core troops with heavy HAs such as Steppe Heavies. If you see a bunch of Steppe Cav or Saharans on the pre-battle screen, put a few Steppe Heavies in your initial battlegroup.

    10. Attacking an army full of Knights and Pavise Arbalests perched atop of a mountain led by a multistar general....I will leave this one as an exercise for the reader.

    The End.

    Edited for Spelling
    Last edited by rvg; 09-25-2006 at 17:52.
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    Passionate MTW peasant Member Deus ret.'s Avatar
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    Default Re: Horse Archer Armies...(long text)

    Nice guide, rvg. I still have two questions, though:

    1) In my experience, AI skirmish pretty sucks in MTW. It's somewhat better in RTW but still not really good. The reason for this is mainly that once you assign them to attack a unit (or they choose one themselves on fire-at-will), they'll skirmish only in relation to that unit, so if either it changes direction resp. is overtaken by a faster unit (both of which happens quite often) or the enemy sends a unit from another direction, the HA is pretty much doomed. At least that's what I have seen. So....even with that obstacle it's still possible to direct an all-HA army but how do you avoid getting crazy because of all the necessary micromanagement?

    2) Shorter: If the terrain is woody and the enemy chooses to deploy most of his troops in the cover....what does one do? Often they're smart enough not to be easily provoked to come out. I remember defeating 3 Mongol HA and 2 Mongol heavies with just one crappy unit of Byz infantry hidden in a nice piece of wood (okay, my guys were at valour 2 already, but still...). In PMTW two light Cossack infantry troops under cover managed to hold off an entire Tatar army which spent all their arrows, then tried to charge with two or three units and finally retreated after their spearhead had been annihilated.
    Last edited by Deus ret.; 09-06-2006 at 20:13.
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    Upstanding Member rvg's Avatar
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    Default Re: Horse Archer Armies...(long text)

    Quote Originally Posted by Deus ret.
    Nice guide, rvg. I still have two questions, though:

    1) In my experience, AI skirmish pretty sucks in MTW. It's somewhat better in RTW but still not really good. The reason for this is mainly that once you assign them to attack a unit (or they choose one themselves on fire-at-will), they'll skirmish only in relation to that unit, so if either it changes direction resp. is overtaken by a faster unit (both of which happens quite often) or the enemy sends a unit from another direction, the HA is pretty much doomed. At least that's what I have seen. So....even with that obstacle it's still possible to direct an all-HA army but how do you avoid getting crazy because of all the necessary micromanagement?

    2) Shorter: If the terrain is woody and the enemy chooses to deploy most of his troops in the cover....what does one do? Often they're smart enough not to be easily provoked to come out. I remember defeating 3 Mongol HA and 2 Mongol heavies with just one crappy unit of Byz infantry hidden in a nice piece of wood (okay, my guys were at valour 2 already, but still...). In PMTW two light Cossack infantry troops under cover managed to hold off an entire Tatar army which spent all their arrows, then tried to charge with two or three units and finally retreated after their spearhead had been annihilated.
    1. Easy... You *don't* order the HA to attack any particular unit. Leave it on autofire and it'll skirmish away from whoever gets close. Once an enemy unit is isolated, THEN order your HAs to attack it and you're golden.

    2. A.I. is a moron. If it gets hit by arrow fire, it'll have to react. All you need to do is kill one guy in one unit, which is doable even in the thickest terrain. Second, you can move your HAs into the forst as bait.....A.I. rarely resists it.
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    Harbinger of the Doomed Rat Member Biggus Diccus's Avatar
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    Default Re: Horse Archer Armies...(long text)

    Quote Originally Posted by rvg
    1. Easy... You *don't* order the HA to attack any particular unit. Leave it on autofire and it'll skirmish away from whoever gets close.
    This is what I do as well. Works wonders. IMHO using too much HA against the AI feels like cheating to me. I try to restrain myself to use only a couple to disturb AI formations.
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    Camel Lord Senior Member Capture The Flag Champion Martok's Avatar
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    Default Re: Horse Archer Armies...(long text)

    Quote Originally Posted by Biggus Diccus
    This is what I do as well. Works wonders. IMHO using too much HA against the AI feels like cheating to me. I try to restrain myself to use only a couple to disturb AI formations.
    With the exception of Jinnettes, I usually use only 1-2 HA units in an army as well. In my last couple Bohemian campaigns, I used a total of just 2 mounted x-bows the entire time, simply because I don't have the patience to give them the amount of micromanagement they need.

    Still, a pretty thorough guide, rvg. Let's hope the Turks in my Eggie/Byz campaigns never read it.
    Last edited by Martok; 09-06-2006 at 22:38.
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    Senior Member Senior Member gaijinalways's Avatar
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    Default Re: Horse Archer Armies...(long text)

    I usually like decimating the AI HA units, but certainly the AI doesn't do a great job keeping them out of harm's way. I use missile cav morefor the irritation factor and as normal cav after the AI usually starts routing.


    I'm surprised you haven'thad routing problems yourself as I find HAs to be chickns; i.e. too many feints and retreats and they usually run off the battlefield on their own power, sometimes even with no losses in their unit !

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    Senior Member Senior Member naut's Avatar
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    Default Re: Horse Archer Armies...(long text)

    Nice guide.
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    Harbinger of the Doomed Rat Member Biggus Diccus's Avatar
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    Default Re: Horse Archer Armies...(long text)

    Quote Originally Posted by gaijinalways
    I'm surprised you haven'thad routing problems yourself as I find HAs to be chickns; i.e. too many feints and retreats and they usually run off the battlefield on their own power, sometimes even with no losses in their unit !
    It has nothing to do with losses in the unit, or morale. The developers made it this way so the player could not win defensive battles purely by running a fast unit around. If your HA unit makes some kills during skirmishing they should not rout.
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    Default Re: Horse Archer Armies...(long text)

    I tend to take a lot of Pictish Mounted X-bows in my Pictish Viking era campaigns - proper horse archers would probably work better, with their faster fire rate, but I don't think any exist in Viking era, do they? :)

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    Member Member Geezer57's Avatar
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    Default Re: Horse Archer Armies...(long text)

    Quote Originally Posted by gaijinalways
    I'm surprised you haven'thad routing problems yourself as I find HAs to be chickns; i.e. too many feints and retreats and they usually run off the battlefield on their own power, sometimes even with no losses in their unit !
    This routing (due to Benny Hill code) usually only happens when you manually command the Horse Archers excessively. When you set them to "Skirmish", and let the A.I. control them, it doesn't happen. Only take over yourself when they start to get into trouble - like almost getting stuck in a corner, etc. Once they're in the clear, reset them to "Skirmish" and leave them to the A.I.
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    Senior Member Senior Member gaijinalways's Avatar
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    Default Re: Horse Archer Armies...(long text)

    No, I have had them get kills, they still tend to rout with the text, 'lost morale due to constant retreat' (as if getting slaughtered would be better).

    I'll try it with them on skirmish though, and see if that make a difference.

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    Default Re: Horse Archer Armies...(long text)

    I rarely have any problems with the benny hill code and HA's. I avoid it by ordering them to attack then pulling them back again intantly. This tends to reset it. I micromanage all of my HA's exclusively due to the fact that HA's never react fast enough to even charging spearmen and get caught out. The maximum HA's I'd use and micromanage at once is two groups of 3 Turcomans/Szkeley/Faris etc. Beyond that they tend to be unmanageable. I set them to hold fire and move them in range and then select fire at will, letting them find their own targets, then back them off at high speed, dragging out their formation on the battle field and setting them to run, before the enemy gets too close. If you use manual targetting they tend to bunch together alot. I only use this if desperate to decimate a particular unit.
    Last edited by caravel; 09-08-2006 at 13:19.
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    Default Re: Horse Archer Armies...(long text)

    caravel do you find yourself using pause while making those micromangement type moves with your horse archers? i rarely hit pause and maybe that is why i can not manage intricate manuevers. i really like your reset ploy by attacking then moving away. i will have to remember that one.

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    Default Re: Horse Archer Armies...(long text)

    Quote Originally Posted by highlanddave
    caravel do you find yourself using pause while making those micromangement type moves with your horse archers? i rarely hit pause and maybe that is why i can not manage intricate manuevers. i really like your reset ploy by attacking then moving away. i will have to remember that one.
    I never use pause unless trying to target a single enemy general amidst a swirling mass of other troops (or if I need a break). I find that, for me, pause disturbs the flow of battle and feels wrong somehow.
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    Default Re: Horse Archer Armies...(long text)

    A few months of MP and you'll be able to micromanage at least 8 HA (vs the AI ofcourse, vs a human player it takes a bit more practice heh).
    Skirmish is also something I turn off at the beginning of every battle; better keep your HA back, get a few good shots and when the fast cav with decent valour comes, just withdraw from the battle, if the terrain doesn't help any evasive maneuvres.
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    ............... Member Scurvy's Avatar
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    Default Re: Horse Archer Armies...(long text)

    i use skrimish when i can trust it, when playing on MP i put them on skirmish when they are facing enemy, but never when cav are too nearby, i switch between,

    HA's are easy enough to use without pause, just takes a bit of practice

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    The Pale Horseman Member Galagros's Avatar
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    Default Re: Horse Archer Armies...(long text)

    How do you tell if skirmish is on or not? In the manual it says "S" activates it, but ... that's all I know.
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    Default Re: Horse Archer Armies...(long text)

    Quote Originally Posted by Galagros
    How do you tell if skirmish is on or not? In the manual it says "S" activates it, but ... that's all I know.
    When you're fighting a battle, click on a missile unit. If it's set to "skirmish", the Skirmish icon (located on the top of the screen) will be highlighted.
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    Teppo Taisho Member Maeda Toshiie's Avatar
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    Default Re: Horse Archer Armies...(long text)

    A few comments I would like to make:

    1. The Hungarian Sezkely is a very powerful units that should not be ignored. They can be trained out of 3 provinces, of which one is under Hungary's control right at the start (which is Hungary). This means that they can benefit from weapon upgrades, making them valuable even till High. They only require a Horse Breeder, which means that building a Master Horse Breeder and thus gaining a +1v a very easy task. Toss in their fast speed and they will rip through enemies.

    True that they are impetuous but a good commander will be able to keep them in line.

    2. The Benny Hill code is activated when you command your unit to move in such a way that its flanks (rear quadrant I think) is facing an enemy unit that is within a certain distance will trigger the counter. Once the counter reaches a certain value, the unit will enter an unrecoverable rout. Thus, care should be taken when micromanaging your units.

    As Caravel said, ordering the unit to attack and then cancel will reset the counter.


    "1) The morale, valor, and melee capabilities of your HA army will not have much of an impact. All you need is speed and bows, which means that even though I was using Turcomans, there is nothing to prevent this strategy from working with vanilla HAs."

    I disagree. The morale, valour and melee of the HA will matter. Your HAs will eventually run out of arrows. That is when you will need to switch to melee to rout the enemy.
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    Default Re: Horse Archer Armies...(long text)

    Your HAs will eventually run out of arrows. That is when you will need to switch to melee to rout the enemy.
    Or withdraw and use them again next round;)
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    Default Re: Horse Archer Armies...(long text)

    With regard to Turcoman Horse in particular. They are invaluable in melee in certain cases. The tactic is, to shoot up your enemy then hit them hard in the flanks when you have the opportunity. By this time their morale should be failing anyway, and it will be a matter of mopping up routers, something that light cavalry excel at. Turcoman Horse are ideal for picking off those vulnerable isolated infantry and missile units such as UM and archers etc. You really only need to check the 'flag count' on the unit itself to ascertain your chances of success, Turco Horse should not even attempt a flanking attack against high valour, good quality elite infantry under a good general (suicide). I regard horse archers as "morale destroyers", they wear down the enemy, provide distraction and lead a few wild goose chases. They can be used to draw enemy spear units out of position, while you pepper them with arrows, and finally send a good flanking unit in to finish them off. They are invaluable at messing up your opponents back ranks, espcially his missile units, and because, unlinke Vanilla HA's, they can melee and it is a viable strategy.
    Last edited by caravel; 09-11-2006 at 09:45.
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    Enlightened Despot Member Vladimir's Avatar
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    Default Re: Horse Archer Armies...(long text)

    Even though THA are fairly weak you can use them to conquer from Egypt to Byzantium in Early. A few things to remember though:

    1: Don't forget about enemy morale; if an isolated, disorganized unit (hopefully not a spear unit) is down to less than 50% strength and you can do so safely you should sandwich them. Their low morale from all those effects makes them an easy target, you can also do that with standard HAs.

    2: HAs get their first valor point by emptying their quiver; usually they get enough kills to score their first point of valor making them more effective in combat.

    3. Units skirmish from an opposing unit's center (or maybe flag); this is more likely to happen if you're using those tactics. If an enemy unit is totally disorganized, refer to #1.

    4. Remember that Turks + THA in Early = Victory . But I still like to have a small "anvil" of spears and maybe archers, mostly to protect my general (which is usually an heir in Early) so he gets credit for the victory.


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    Harbinger of the Doomed Rat Member Biggus Diccus's Avatar
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    Default Re: Horse Archer Armies...(long text)

    When I play the Turks I don't even get the chance to build many Turcoman Horse before I have blitzed the Eggys and the Byz. Vanilla HA are more than good enough, with some spear and camel backup for the katanks.
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    Default Re: Horse Archer Armies...(long text)

    Quote Originally Posted by Vladimir
    2: HAs get their first valor point by emptying their quiver; usually they get enough kills to score their first point of valor making them more effective in combat.
    I never knew that, thanks

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    Enlightened Despot Member Vladimir's Avatar
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    Default Re: Horse Archer Armies...(long text)

    Quote Originally Posted by Biggus Diccus
    When I play the Turks I don't even get the chance to build many Turcoman Horse before I have blitzed the Eggys and the Byz. Vanilla HA are more than good enough, with some spear and camel backup for the katanks.
    You manage to blitz both of them in 8 turns? THAs have low build requirements. Maybe the higher farm incomes in XL have something to do with my experiences. Of course you start out with horse archers but you should aim for the territory that gives THAs a valor bonus and be producing them en masse before you set your borders at Egypt and Big C.


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  26. #26

    Default Re: Horse Archer Armies...(long text)

    It's easier to just blitz the Byzantines at the very start, just build some horse Archers and tear into them, you ought to take Constantinople before the tenth turn if you do it right. The Gyppos aren't really a threat, some horse archers are more than enough to deal with their peasant armies.

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    Harbinger of the Doomed Rat Member Biggus Diccus's Avatar
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    Default Re: Horse Archer Armies...(long text)

    Quote Originally Posted by Vladimir
    You manage to blitz both of them in 8 turns? THAs have low build requirements. Maybe the higher farm incomes in XL have something to do with my experiences. Of course you start out with horse archers but you should aim for the territory that gives THAs a valor bonus and be producing them en masse before you set your borders at Egypt and Big C.
    I blitz the Eggys at turn 1, and they are basically gone a few turns later. After that I take over Asia Minor. It takes more than 8 turns of course, and I build Turcoman Horse when I can. But early on I basically rely on Vanilla HA. And with the help of some mercenaries to bolster my armies the Byz don't have a chance.
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    Default Re: Horse Archer Armies...(long text)

    The Egypt blitz is more profitable in short term than the Byz blitz in my opinion. Done right, you can get some hefty kings ransoms. Good money base first!
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    Default Re: Horse Archer Armies...(long text)

    Quote Originally Posted by Peasant Phill
    The Egypt blitz is more profitable in short term than the Byz blitz in my opinion. Done right, you can get some hefty kings ransoms. Good money base first!
    True! In my last Turk campaign I managed to trap the Egyptian sultan in the fort in Egypt and had a loyalist rebellion in Arabia the same turn. I attacked the fort and autoresolved, then ransomed the egyptian sultan to arabia. I moved all my troops out of egypt and had a loyalist rebellion in egypt the next turn. Attacked arabia and ransomed the eggies to egypt again. The next turn I finished them off, though I wonder how many ransomes I could have pulled off this way....
    General Sir Anthony Cecil Hogmaney Melchett: That's the spirit, George. If nothing else works, then a total pig-headed unwillingness to look facts in the face will see us through.

  30. #30

    Default Re: Horse Archer Armies...(long text)

    The Egypt blitz is more profitable in short term than the Byz blitz in my opinion. Done right, you can get some hefty kings ransoms. Good money base first!
    True, but the Byzantines are more of a threat in the long run, and since horse archers have cheap upkeep better to got West than South at the start in my opinion. Work before play and all that.

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