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Thread: Infantry Marching & Running Speeds

  1. #1

    Default Infantry Marching & Running Speeds

    Notes:
    - May be incomplete; I did not test all infantry units
    - Does not take into account slowdown due to straggling or fatigue
    - The armour levels below refer to the base armour level, not what it can be upgraded to
    - Upgraded armour has no effect on speed

    Marching Speeds:
    • Very Slow
      - All spearwall polearm units
    • Slow
      - All pike units
    • Normal - 1.80 m/s
      - All other infantry and missile infantry units

    Running Speeds:
    • Very Slow - 2.63 m/s
      - Dismounted Gothic Knights
    • Slow - 2.99 m/s
      - All infantry units with partial or full plate armour except Obudshaer
      - All 2H Sword units except DGK
    • Normal - 3.59 m/s
      - Most infantry units
      - Most mid to upper-tier missile infantry units
      - All spearwall polearm units
    • Fast - 4.27 m/s
      - All unarmoured missile infantry
      - All missile infantry with padded armour except Norse Archers
      - All gunpowder infantry except Hand Gunners
      - Aventuriers, Crossbowmen, ME Crossbow Militia and Naffatun
      - Sudanese Tribesmen and Highlanders
      - Most Aztec infantry
    Comments:
    - It may be better to completely ignore DCK's in favor of DFK's. DFK's have better availability, faster running speed and lower recruitment price at the cost of only one armour point.
    - If cavalry is completely unavailable, infantry units with the “fast” running speed may be used to chase routing infantry, especially if they are “slow” or “very slow.”
    Last edited by Miracle; 07-26-2007 at 07:32.

  2. #2
    Master Procrastinator Member TevashSzat's Avatar
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    Default Re: Infantry Marching & Running Speeds

    Can you elaborate on about how much difference is there between the running speeds? and how do infantry compare against cavalry
    "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

  3. #3

    Default Re: Infantry Marching & Running Speeds

    No need to DP...

    If the difference in velocity between Normal and Slow is ΔV then the difference between Fast and Normal is 2ΔV and the difference between Slow and Very Slow is also 2ΔV.

    I can't give exact figures though, of course.

  4. #4
    Senior Member Senior Member econ21's Avatar
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    Default Re: Infantry Marching & Running Speeds

    I thought there are only three classes of infantry in terms of move speeds just like there are only three classes of cavalry (fast, normal and slow)? I would have thought these three classes differ in both walk and run speeds. I think your running speed categories may identify the three classes, but are you really sure there is a "very slow class" which comprises only DGK?

    Special formations like shield walls, phalanxes etc may have additional effects, but that's a separate issues.

  5. #5

    Default Re: Infantry Marching & Running Speeds

    Keep in mind there's also a "very slow" cavalry speed for camels and a "very very slow" speed for elephants.

    Yes, I'm absolutely convinced that DGK's are in a class of their own; they can barely run faster than mailed knights can walk.

    This makes sense as DGK is the only infantry unit with advanced plate out-of-the-box.

  6. #6

    Default Re: Infantry Marching & Running Speeds

    I made a thread about this before and even if there are in fact differences with the speed, it's barely noticeable in game and won't really allow your "fast" infantry to finish off routing "slow" infantry.


  7. #7
    Senior Member Senior Member econ21's Avatar
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    Default Re: Infantry Marching & Running Speeds

    Quote Originally Posted by Miracle
    It may be better to completely ignore DCK's, Armoured Swordsmen, and Noble Swordsmen in favor of DFK's. DFK's have better availability, faster running speed and lower recruitment price at the cost of only one armour point.
    I did not know about the speed difference, although I've never had a problem with armoured swordsmen being able to catch their target. The difference in upkeep between DFKs and armoured swordsmen is not inconsiderable - 225 compared to 150. I suspect in the long run that considerably outweighs the difference in recruitment price. As England, I never buy DFKs.

  8. #8

    Default Re: Infantry Marching & Running Speeds

    Quote Originally Posted by Omisan
    even if there are in fact differences with the speed, it's barely noticeable in game and won't really allow your "fast" infantry to finish off routing "slow" infantry.
    That's probably because of the routing bug in 1.1.

    Fast units can indeed chase slow units with moderate proficiency - it just takes time and space.
    Quote Originally Posted by econ21
    The difference in upkeep between DFKs and armoured swordsmen is not inconsiderable - 225 compared to 150. I suspect in the long run that considerably outweighs the difference in recruitment price.
    Had forgotten about upkeep cost...I'll remove AS and NS at once.

  9. #9

    Default Re: Infantry Marching & Running Speeds

    nice work on this ill have to study it some.

  10. #10
    Senior Member Senior Member econ21's Avatar
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    Default Re: Infantry Marching & Running Speeds

    Quote Originally Posted by mad cat mech
    nice work ...
    I agree; I'm going to quote it in the FAQ.

  11. #11
    Cynic Senior Member sapi's Avatar
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    Default Re: Infantry Marching & Running Speeds

    Nice information; good work
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