Huge unit size, Medium difficulty, Grassy plain map, ensure no weather/rain (restart if needed), no upgrades unless specified, unit dimensions is (Rows x Columns).
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Set C, running cavalry, tight formation, block formation 7 x 12
Note - Running. I'm going keep them moving in front of the NPs with double-click actions, since single click = run. I'm counting on the same bracing action when I'm within range, and them not coming after me. Same back and forth movement as before.
Note - Well damn, that was aggravating. There seems to be a "magic zone" in which if you remain within a certain range, the pikemen will brace and not move. Get too far away or too close and they'll advance toward you. Unit cohesion in this game is utter garbage. I had to try and keep a kind of "circling" movement going whereby I doubleclicked to try and get them to circle in front of the NPs, almost a "whole unit cantabrian circle" if you will. They kept getting out of sync and out of friggin formation so much it was like having hot needles shoved in my eyes trying to control them. In fact, the more I think about it, I think there's a TON of "bugs" and "feature/balance/taste" issues that can be pinned on this new unit cohesion, or lack thereof. I think one of the devs called it "blobbing"... Well it stinks big time, whatever they did. [/RANT MODE OFF]
1. Tight formation, 7 x 12, fire at will on, skirmish off, walking as stated above. 130 left half ammo gone. 106 left all ammo gone.
2. Tight formation, 7 x 12, fire at will on, skirmish off, walking as stated above. 133 alive half ammo gone. 114 all ammo gone.
3. Tight formation, 7 x 12, fire at will on, skirmish off, walking as stated above. 134 left half ammo gone. 115 left all ammo gone.
Full gold Chevrons.
4. Tight formation, 7 x 12, fire at will on, skirmish off, walking as stated above. 107 alive, half ammo gone. 54 left, all ammo gone.
5. Tight formation, 7 x 12, fire at will on, skirmish off, walking as stated above. 121 left alive, half ammo gone. 88 left alive, all ammo gone.
6. Tight formation, 7 x 12, fire at will on, skirmish off, walking as stated above. 118 left half ammo gone. 94 left alive all ammo gone.
Note: Did I mention unit cohesion in this game is miserable? High chevrons do not seem to affect response times to commands, or unit cohesion.
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End of group 1 tests
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