Page 2 of 2 FirstFirst 12
Results 31 to 41 of 41

Thread: SherWood Archers

  1. #31

    Default Re: SherWood Archers

    just because something has a copyright doesnt mean its entirely accurate. i dont think anyone but a suicide bomber or bonzai kamikaze would storm the enemy knowing they are going to die.

    im sure the forlorn hope had some kind of incentive such as a being freed from a hanging or beheading if they led the assault. usually assaults are led by the elite units in an army and not the rabble.i hardly think criminals and misfits would have the comitment of a hospitaller knight to attack knowing you will certianly die.there had to be something in it for them.thats how the criminal mind works.

    rabble was usually used by the mongols and timurids who would drive them like cattle into the enemy to cause confusion. or like the russians and chinese did in their wave assaults during the big one and the korean war.

  2. #32

    Default Re: SherWood Archers

    Quote Originally Posted by dumas
    As far as I know, you can have one Masters and one HQ per guild type, but not two of either. So even if you don't have a HQ of (for example) a Woodsman's guild, you cannot have two Masters Woodsman's guild.
    You can have more than one masters guild due to conquest of a masters guild from another faction. I have had as many as 3 or 4 master thieves guilds at once.

  3. #33

    Default Re: SherWood Archers

    That's true: Too bad it's next to useless. Spy's are the easiest units to level in this game and I'd prefer pretty much any other guild to Thieves guild. For some reason, AI only seem to build thieves guild (probably because it's the first offered) and rarely anything else.

  4. #34
    Master Procrastinator Member TevashSzat's Avatar
    Join Date
    Nov 2006
    Location
    University of Pennsylvania
    Posts
    2,367

    Default Re: SherWood Archers

    Yep, factions like Milan which have a strong financial base just start spamming assasins and spies everywhere mid game till they are killed. It is really bothersome since all of your generals must have really high security bonuses or they die
    "I do not know what I may appear to the world; but to myself I seem to have been only like a boy playing on the seashore, and diverting myself in now and then finding a smoother pebble or a prettier shell than ordinary, whilst the great ocean of truth lay all undiscovered before me." - Issac Newton

  5. #35
    Member Member Bobo's Avatar
    Join Date
    Oct 2006
    Location
    South Caribbean
    Posts
    39

    Default Re: SherWood Archers

    Quote Originally Posted by Foz
    That's my guess - probably counts as both, though I'm not certain. It would make sense though - if you were allowed to have both, you'd be stacking faction-wide bonuses most of the time, which I think is exactly why master is limited to one per faction already. HQ gives +2 to whatever globally instead of +1 like masters do, so it essentially is like having 2 master guilds, which seems like plenty benefit enough without throwing in the added ability to have another master guild on top of it. The notion seems further supported by the inability to attract said master guild while having a HQ of the same type - I too have tried this, to no avail. Looks like another good reason to diversify guild types.
    You can have more than one MGs if you conquer settlements that already have one. I have 1 Assassin HQ and 2 MGs, 1 Thieves HQ and 2 MGs in my game (the AI loves these). With these guilds I can't tell whether the bonuses stack, though, since the spies and assassins can only get the traits once.
    I believe only the English can get Woodman's Guild, so this probably won't work. Maybe you could lose/give the settlement with the guild, wait till you get a new offer + upgrade offer in a different settlement, then retake the original one, hoping that the AI didn't destroy it (which I believe only the Timurids do).
    Pa bati kachó no falta palu.

  6. #36

    Default Re: SherWood Archers

    So, Sherwood archers restricted to be unique Nottingham unit lol. Too bad.

  7. #37
    Guardian of the Fleet Senior Member Shahed's Avatar
    Join Date
    Oct 2002
    Location
    Leading the formation!
    Posts
    7,918

    Lightbulb Re: SherWood Archers

    Quote Originally Posted by Sentinel
    I accepted the woodsman guild series at Caen in my English campaign. This eventually resulted in the HQ and I produced a few Sherwood archers.
    What was the starting experience for those Sherwoods when trained at Caen ?

    Quote Originally Posted by Xdeathfire
    In theory, these 2 hp half strength elite units would be just as attractive to use as other normal number units. Take the general's bodyguard for expamle, it has half the number of men compared to normal unit size, but the 2 hp and its pretty awesome stats makes it easily comparable in usefullness and effectiveness to other similar heavy cavalry.
    This is a good point, and also the key is to train them up to gold level. I do the same with bodyguards. A new general goes straight to battle and keeps fighting until the first gold chevron and then 'the council' decides what to do with him, governor or commander as a career.

    Whatever the career, this bodyguard unit can now be relied on to produce +-200 kills per battle.

    The same is true for Sherwood Archers, I've managed to get 2 units up to 2 silver cherons, and they do no less than 120 kills per battle. You have to use them wisely but once they level up, like Berserkers in MTW/VI, they are incredibly fun to play and they are very reliable.

    Actually in a siege they killed like 100 men each using arrows alone.

    Quote Originally Posted by zaher
    HI, my first post here, hehe.

    If you take a close look at all english archers you will notice that in melee they use different weapons. Retinue longbowmen is only the one useing sword. They got high melee attack but not with bonus vs armor. Other longbowmens including Sherwood archers useing little hammers in battle which got bonus vs armoured units. If i am not mistaken, Sherwood archers got melee attack 17 with v1, making them more dangerous unit than Forlorn.
    Actually this is NOT true for Sherwood Snipers. They use swords. I don't know what their secondary weapon attributes are i.e if they have armor piercing or not but they defintely use swords.

    Quote Originally Posted by vonsch
    Can one faction have both a master guild and a GM guild? Or does the latter count as the former also?
    According to Daveybaby's guide on guilds (https://forums.totalwar.org/vb/showthread.php?t=75649):

    ...one guild per settlement, and one master’s guild per faction... Also, there can be only one HQ for each guild in the game, so you will have to score points quickly to try to beat your opponents to the punch.
    Naturally you can gain more by conquest.
    Last edited by Shahed; 04-17-2007 at 01:58.
    If you remember me from M:TW days add me on Steam, do mention your org name.

    http://www.steamcommunity.com/id/__shak

  8. #38

    Default Re: SherWood Archers

    Sinan
    What was the starting experience for those Sherwoods when trained at Caen ?
    I was offered the Woodmen's Guild about turn 32. By turn 61 this was upgraded to Mater Woodmen's Guild then by turn 72 to the Woodmen's guild HQ.

    The Woodmen's Guild.
    Should have given me +1 experience to all archer trained at Caen.
    Actually gave me NO experience for any archer.

    Master Woodmen's Guild
    Should have given me +1 experience to all archer trained at Caen and a global +1 experience (including Caen). Total +2 for Caen and +1 elsewhere.
    Actually gave me only +1 experience for any archer trained anywhere (including Sherwood archers).

    Woodmen's Guild HQ.
    Should have given me +1 experience to all archer trained at Caen and a global +2 experience (including Caen). Total +3 for Caen and +2 elsewhere.
    Actually gave me only +2 experience for any archer trained anywhere (including Sherwood archers).

    The local +1 experience for the settlement given the woodmen's guild series does not seem to be applied. This is a known bug that was reported prior to patch 1.1.

  9. #39
    Guardian of the Fleet Senior Member Shahed's Avatar
    Join Date
    Oct 2002
    Location
    Leading the formation!
    Posts
    7,918

    Default Re: SherWood Archers

    Ahh Thanks a lot. I was wondering if it is actually a bug. Now... how do I fix it. I'm having the same problem in my current English campaign, and I REALLY want my Sherwood Archers trained with +3 experience.
    Last edited by Shahed; 04-17-2007 at 02:01.
    If you remember me from M:TW days add me on Steam, do mention your org name.

    http://www.steamcommunity.com/id/__shak

  10. #40

    Default Re: SherWood Archers

    Sorry! but I have never seen a fix for this so can't help you. If you do find one let me know

  11. #41
    Guardian of the Fleet Senior Member Shahed's Avatar
    Join Date
    Oct 2002
    Location
    Leading the formation!
    Posts
    7,918

    Default Re: SherWood Archers

    Thanks. Will do.

    Someone HEEEELLLLP.!!!
    If you remember me from M:TW days add me on Steam, do mention your org name.

    http://www.steamcommunity.com/id/__shak

Page 2 of 2 FirstFirst 12

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  
Single Sign On provided by vBSSO