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Thread: Forts good defensive idea?

  1. #1
    Member Member crpcarrot's Avatar
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    Default Forts good defensive idea?

    hi all

    i am just wndering how affective forts arein a battle.

    i'm thinking of blocking off some passes with forts but i've never used forts at all so far so dont really know how they operate. ive read that the fort turns up in the middle of the battlefield and u get a flat map. this doesnt sound very defendable specially if the AI brings along artillery.

    what sort of situations do forts come in handy in?
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  2. #2
    King Philippe of France Senior Member _Tristan_'s Avatar
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    Default Re: Forts good defensive idea?

    I mainly use forts to delay enemy advance into territories where i cannot field full-time armies...

    I generally place them at mountain passes, bridges, fords, anywhere an enemy army is forced to pass to enter my lands...

    What I usually do is leave a depleted unit in the fort to maintain it...Generally, the Ai will attack the fort which can resist for a few turns (1 or 2 IIRC) and gives me time to bring reinforcements to the rescue of the garrisoned troops. Most of the times the simple approach of numerous units will send the AI back without a single fight...

    Another use of the fort (which I don't recommend... It feels like cheating) is called the fiort exploit that is building a fort on a resource (preferably gold, ivory or amber depending on what faction you are playing) and fill it with merchants, the profit gained will then be multiplied by the number of merchants...

    As to forts,in battle, they are IMO a danger to your troops and the solution (if possible) is to lead the attack with a reinforcement thus avoiding the fort battlefield...
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  3. #3
    Guardian of the Fleet Senior Member Shahed's Avatar
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    Default Re: Forts good defensive idea?

    It can be useful as it usually has 2 exits, so you leave a couple of units inside and walk the rest out the back. You can then flank etc. The larger your fort garrison the more probable it is you will have to attack because missile/artillery fire in that confined space will damage you badly. They are useful to block wandering AI armies. Place forts, for example, near Metz, Dijon towards Bern, on the road from Marseille to Genoa, 4 forts along the Pyrenees, on the bridge north of Antwerp, and one more southeast of that and you pretty much close off wandering armies into France.

    They are useful to block chokepoints, mountain passes, bridges, river crossings. They also give you 1 turn (minimum assault time without spy) advance warning of an attack on your nation.

    Of course you can use them as forward outposts, like this. I'm copy pasting here, please have a look at this thread. <-Link.

    --------------------------


    In this image reserve forts replenish the forward forts. No army can come through there into Turkey. One of the forts also serves as an Intelligence HQ (emissaries, spies, asssassins), and a trading post (merchants).

    Constantinople, which has been the front line for fighting off Crusades for about 60 years, has 4-5 forts surrounding it.

    The Northwestern fort serves as a base for an Infantry army (the Sword of Hussein), which can deploy along the road, south towards Thessalonica, or north towards Sofia. This is mainly an army in training, but serves as the province garrison.

    The fort also serves as a trading post, a diplomatic mission and as a secret service HQ.

    The Southwestern fort is base to an all cavalry army (The Sword of Suleyman). This army is used for intercepting Crusades and other hostile forces as they are spotted by spies in neighbouring regions. This army is deployed beyond the empire's frontiers from this base, to hunt down hostiles. This army has successfully campaigned as far afield as Bern.

    There are two "feeder" bases housing reserve troops for both armies. These reserves are deployed as and when the armies are in the field. The forts are then manned by fresh reserve troops coming from Izmir (Smyrna) and Malazgirt (Caesarea).

    The cities have their own militia garrisons.

    The same can also be done in hostile territory but since merchants (apparently) make more florins on their own territory, it may be best to do it on you own territory. You can also negotiate military access with an ally and establish this sort of HQ in their territory.

    Of course as a superpower, you can also just walk in and push people around.

    Quote Originally Posted by todorp
    Sinan, Great discovery. To me it IS historically accurate. The Venetians, Genoese and the Baltic Hansa had fortified trading posts and trading colonies. One of the most famous ones was the Venetian and Genoese fortified trading post Pera (today Galata in Turkish) across Bosporus next to Constantinople.

    http://en.wikipedia.org/wiki/Galata_Tower
    Thanks.

    That's an excellent example you gave there. Bravo !
    Anyway in game it's a lot of fun to do.
    --------------------------------------------------------

    Forts can also be placed in between settlements so your captains can stop in them on journeys. This helps prevent desertion and ambush.
    Last edited by Shahed; 05-15-2007 at 10:15.
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  4. #4
    Barbarian of the north Member Magraev's Avatar
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    Default Re: Forts good defensive idea?

    By placing forts in chokepoints you trouble the AI's pathfinding. You can for instance "catch" (or keep out) a lot of agents in north italy by making forts in all the alp passes. They also serve as a "safe" first battle with an agressor, instead of fighting for your nearby cities unprepared.

    A fort in a chokepoint is hard to reinforce though, so don't place any unit you care about in them. a depleted town militia or peasant is a good bet.

    Remember not to build watchtowers near the good chokepoints, that will make it impossible to build forts (found that out the hard way).
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  5. #5
    Member Member crpcarrot's Avatar
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    Default Re: Forts good defensive idea?

    dont forts disappear when unmanned?

    isnt it expensive having so many huge armies in forts though?
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  6. #6
    Guardian of the Fleet Senior Member Shahed's Avatar
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    Lightbulb Re: Forts good defensive idea?

    I've updated my first post.

    Quote Originally Posted by crpcarrot
    dont forts disappear when unmanned?
    isnt it expensive having so many huge armies in forts though?
    No. They don't as long as there is something in them.

    No it isn't. In the image I posted, the main armies don't actually STAY in the fort at all time. I'm at war with all Europe those forts are operating bases. From there the armies campaign far into Europe. In any case those are only 2 full stacks. In fact it's cheaper to have fewer stacks and for the Turks that is the best choke point.

    I'm not suggesting you do this everywhere. I did this because it made sense to do this in that game at that spot. I do this, sometimes, when I feel it's appropriate.

    Since you ask about income, here's the status at that time. Look at the merchant trade, 719 FL, hardly an exploit. Also if you want to cheat there is a list of cheat codes, for example, just type this in console "add_money 40000", this will give you 40K FLs, so you don't have to bother going through all this.

    Financial Overview.



    Hope this helps.
    Last edited by Shahed; 05-15-2007 at 10:30.
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  7. #7
    Member Member crpcarrot's Avatar
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    Default Re: Forts good defensive idea?

    yeah it does help

    my main worry was about putting my invading armies in forts between turns cos i am afraid they will lose any terrain advantage. plus i want to create some choke points as well.

    what i willdo is have some lightly guarded forts within a turns march of reinforcements. and re invading armies i guess it will depend on the terrain weather i use a fort or not.
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  8. #8
    Guardian of the Fleet Senior Member Shahed's Avatar
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    Default Re: Forts good defensive idea?

    if you place them correctly you won't lose terrain advantage. Zoom on the camp map and place them so the high ground is to their back, try to place them so forests are behind them as well. This gives you cover and allows you greater line of sight.

    Naturally if the enemy comes from the direction of the high ground, they will then have terrain advantage.

    They are not at all like cities, more like a bunch of tents with a wooden palisade. They are easy to break down, but like I said earlier you can use them so that you attract your enemy to them and just sally out from the rear, surround them while they focus on the fort. Specially if you have cavalry it's very effective.

    IMO forts are not useful enough, it will be better in the expansion.

    The other option you mentioned is exactly like in my screenshot, except vice versa, my main armies are foward deployed (to attack the enemy as they approach, spotted by spies) and the reserves are deployed to the rear.
    Last edited by Shahed; 05-15-2007 at 10:25.
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    Default Re: Forts good defensive idea?

    There´s another thing about forts, armies in them don´t go rebel. So if you have to move a lot of tropps headed by captains or characters with questionable loyalty, you can establish a line of forts along your marching route, moving your units from one save haven to the next. To keep the forts on the map simply place some depleted unit in them.

  10. #10
    Barbarian of the north Member Magraev's Avatar
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    Default Re: Forts good defensive idea?

    Forts as bases for general-less armies is an excellent idea. In RTW the presence of forts also cut down on the number of rebels popping up, so that would be an added bonus.

    I don't know if that is also the case in MTW2?
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  11. #11
    Guardian of the Fleet Senior Member Shahed's Avatar
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    Default Re: Forts good defensive idea?

    I should also point out, don't use forts against the Mongols as an offensive tactic.

    You can use them against the Mongols to hem them into an area before you are at war with them. For example, the valley/pass north of Mosul which leads to Yerevan, is a perfect area to hem the Mongols in.

    Once you've hemmed them in and declare on them, you need to immediately get out of the forts and attack. If you stay in the fort they will attack you from multiple directions and should this occur you are S C R E W E D.

    The chances are extremely high you will lose that stack, because you no longer have a means to break out. They will be all around you. This is the worst possible scenario against the Mongols.

    I would also recommend against using forts as an offensive measure in areas where multiple enemy stacks (which have artillery) are operating, for the same reason. Exeptions are when you have gold chevron armies which might have a chance.
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    Guardian of the Fleet Senior Member Shahed's Avatar
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    Default Re: Forts good defensive idea?

    Quote Originally Posted by Magraev
    Forts as bases for general-less armies is an excellent idea. In RTW the presence of forts also cut down on the number of rebels popping up, so that would be an added bonus.

    I don't know if that is also the case in MTW2?
    Just put one spy in it, you gain line of sight plus fort. At least this way it's worth more than the toothpicks that it is made out of.

    Don't know the answer to your question, unfortunately.
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    BLEEEE! Senior Member Daveybaby's Avatar
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    Default Re: Forts good defensive idea?

    I seem to recall that the merchant fort exploit has been partly fixed in 1.2, in that multiple merchants in a fort sitting on a resource will split the value of the resource between them, so they will actually be making you less money than if you put them each on a different resource.

    I think the exploit that protects your merchants from aquisition is still there though. Bit of a shame really. IMO forts should cost, say, 100 or 200 per turn in upkeep once theyre built, which goes some way towards balancing out this unfair advantage.

  14. #14
    Guardian of the Fleet Senior Member Shahed's Avatar
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    Default Re: Forts good defensive idea?

    That's good so now my merchants can share the 719 FL exploit, in that example.
    A single merchant can make more than that in 1.10.

    I would have liked to see the concept expanded, and the AI use this as well. I've hardly ever seen the AI use a fort.
    I mentioned already if someone is using this as an exploit why don't they just change other factors in the simple text files to suit them. Modify the stat file...etc. This is a lot simpler way to cheat.

    Besides if anyone needs exploits to win this game, well, then they obviously have a lot more pressing issues to worry about.
    Last edited by Shahed; 05-15-2007 at 15:29.
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    BLEEEE! Senior Member Daveybaby's Avatar
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    Default Re: Forts good defensive idea?

    Quote Originally Posted by Sinan
    I would have liked to see the concept expanded, and the AI use this as well. I've hardly ever seen the AI use a fort.
    I mentioned already if someone is using this as an exploit why don't they just change other factors in the simple text files to suit them. Modify the stat file...etc. This is a lot simpler way to cheat.
    Fair enough i suppose - i never use them myself, in any capacity, though it is still very tempting to put merchants in there to protect them - i've managed to resist... so far.

    I agree that it would be good to see the AI use forts more, but if was to start using the merchant protection 'exploit' as well then merchant aquisitions would become almost impossible. Hence i think forts should be limited in some way, either by costing upkeep, or by requiring at least one (full strength) military unit to be in there at all times - strategic agents shouldnt count.

  16. #16
    Guardian of the Fleet Senior Member Shahed's Avatar
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    Talking Re: Forts good defensive idea?

    Quote Originally Posted by Daveybaby
    Fair enough i suppose - i never use them myself, in any capacity, though it is still very tempting to put merchants in there to protect them - i've managed to resist... so far.

    I agree that it would be good to see the AI use forts more, but if was to start using the merchant protection 'exploit' as well then merchant aquisitions would become almost impossible. Hence i think forts should be limited in some way, either by costing upkeep, or by requiring at least one (full strength) military unit to be in there at all times - strategic agents shouldnt count.
    I understand.

    I have to say I'm happy that it's not being called the "Sinan exploit" anymore !

    I never used it as an exploit. If you click the link provided earlier it has a basis in history (not that it's a justification just a FACT). I used it as something constructive, to make the game more fun for me. I even built it on approximately the same location as the link provided, you can actually go there to the Bosporus and that building is standing right there, today. It used to have soldiers, spies and traders, even naval personel in there.

    I play very long games, building everything up, Just look at the Turcomans there, that took forever to get at gold chevrons. They die like flies. Look at the income summary, this is not the game of an exploiter/cheater. Took me forever to get that income up there, Antioch was making 7-8K IIRC, and I did'nt even know at that time what to do to increase my Governor stats.

    So I find it annoying that people started exploiting it, because I did'nt disclose it to be exploited. I disclosed it because I thought that it would add to the enjoment of the game for others as it does for me.

    I agree they should cost something, but I would like to see them being more useful. Forts should be useful to hold an area, to really dominate it. As they are right now it's useless, the only way I can make them at all worth something IMO is to use the method I have described. Otherwise what's the point, as a defensive structure they have little purpose. They serve to prevent desertion but who cares about desertion when you have 20k profit per turn (screenshot above), 100k in the bank, more than 50000 troops etc etc. In fact desertion is GREAT, you get to farm some exp. Does'nt matter if you lose all your army to deserton you can just retrain it in 5 turns, with ease. The only purpose it serves for me is to limit the absurd wandering armies of 1 HRE Peasant arriving in Novogrod looking for vodka and blini ! (<-Link) And of course, merchants should never have protection anywhere on the map, for gameplay reasons. Historically (not justifying) we all know very well how the colonial empires (<-link), were formed. Merchants, traders. spies, priests and soldiers.

    I think forts will be better in the xpack. However, I don't know if you will be able to demolish them and move them.

    Have you seen the video on IGN ?
    Last edited by Shahed; 05-15-2007 at 12:30.
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  17. #17
    kwait nait Member Monsieur Alphonse's Avatar
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    Default Re: Forts good defensive idea?

    The fort exploit with merchants still works.


    Now for something completely different. Only for mean leaders.

    Forts used to defend are deathtraps. If you want to have fun place a fort with one unit in it and let the enemy take it. Then attack with your relieve army. Because the AI will stay in its fort the best relieve army consists manly out of trebuchets (or artillery). Surround the fort with your trebs and start with WoMDs (cows). Next attack with fireballs. Because the space inside the fort is limited every shot will cause lots of casualties. Bring some cleaning ladies with you to clean up after wards

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  18. #18
    Guardian of the Fleet Senior Member Shahed's Avatar
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    Default Re: Forts good defensive idea?

    It woud be hilarious to see that happen to a Mongol army.
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    Default Re: Forts good defensive idea?

    In the Kingdoms expantion will be Stone forts. Looks amaizing :-) Watch the Englang movie.

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    Member Member crpcarrot's Avatar
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    Default Re: Forts good defensive idea?

    i agree forts should ahve some value other than what they have now. if they can be steam-rolled over why have them. and generals chose good defensible positions when building forts not just a flat area he could find. I think forst in the game depict the Roman fort that was constructed at the end of each days march rather than the medieval idea of a fort.

    if the Ai is stupid enough to stick inside it when surrounded by artillery it is a bug that needs to be fixed. but thatnk you for the pointer though.

    Edit: hey cool so kingdoms expansion will update from roman forts that i mentioned lol. will the be available to the normal campaign??

    i get the feeling this is another feature that couldnt be finished and has been moved to the expansion :D
    Last edited by crpcarrot; 05-15-2007 at 12:53.
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    BLEEEE! Senior Member Daveybaby's Avatar
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    Default Re: Forts good defensive idea?

    Quote Originally Posted by Sinan
    I never used it as an exploit.
    Hey i wasnt pointing any fingers!

    I think forts will be better in the xpack. However, I don't know if you will be able to demolish them and move them.

    Have you seen the video on IGN ?
    Yeah, the video looks interesting. I just hope that any new features like those forts get carried over to the full campaign as well as the new ones.

  22. #22
    Confiscator of Swords Member dopp's Avatar
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    Default Re: Forts good defensive idea?

    The plan for Kingdoms is that forts will become mini-castles that have free upkeep for at least some of the garrisoned troops. Sounds good to me.

    EDIT: Another excellent use for forts is as a place to park troops under a captain without any risk of them going rebel.
    Last edited by dopp; 05-15-2007 at 13:45.

  23. #23
    Enlightened Despot Member Vladimir's Avatar
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    Default Re: Forts good defensive idea?

    Quote Originally Posted by Sinan
    That's good so now my merchants can share the 719 FL exploit, in that example.
    A single merchant can make more than that in 1.10.

    I would have liked to see the concept expanded, and the AI use this as well. I've hardly ever seen the AI use a fort.
    I mentioned already if someone is using this as an exploit why don't they just change other factors in the simple text files to suit them. Modify the stat file...etc. This is a lot simpler way to cheat.

    Besides if anyone needs exploits to win this game, well, then they obviously have a lot more pressing issues to worry about.
    If you're not cheating you're not trying. If you get caught, you're not trying hard enough. Seriously though, in VH/VH, you're already being cheated against by EVERYONE. Try to maintain merchants in northern Italy. You'll either use forts or a whole lot of assassins.

    I'm pretty sure watchtowers are cheaper than spies. I like to place one ahead of my forts for the extra visibility.

    I would like to see the option for more than one kind of fort. From a simple fortified field camp to something meant to hold the pass. Forts are really great in more open terrain. I love the reinforcement system in M2. It's now possible to attack a bridge from both sides (as Venice).
    Last edited by Vladimir; 05-15-2007 at 13:46.


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  24. #24
    BLEEEE! Senior Member Daveybaby's Avatar
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    Default Re: Forts good defensive idea?

    Quote Originally Posted by Vladimir
    Try to maintain merchants in northern Italy. You'll either use forts or a whole lot of assassins.
    Managing to monpolise the textiles resources in northern italy very nicely thanks. The key is to build their stats up elsewhere first.

    I'm pretty sure watchtowers are cheaper than spies. I like to place one ahead of my forts for the extra visibility.
    Yeah watchtowers are great. The first thing i do when ive conquered a territory is build watchtowers along my new borders. You still need spies to see whats going on beyond that though, and to see whats in cities.

  25. #25
    Bureaucratically Efficient Senior Member TinCow's Avatar
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    Default Re: Forts good defensive idea?

    Before people get all excited about the new forts in Kingdoms, my understanding is that they are pre-placed on the campaign map and the player cannot build new ones.


  26. #26
    Guardian of the Fleet Senior Member Shahed's Avatar
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    Default Re: Forts good defensive idea?

    Yeah. Unfortunately that is the case. Well at least they have some purpose... I hope.
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  27. #27
    Enlightened Despot Member Vladimir's Avatar
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    Default Re: Forts good defensive idea?

    Quote Originally Posted by Daveybaby
    Managing to monpolise the textiles resources in northern italy very nicely thanks. The key is to build their stats up elsewhere first.
    Sorry, no deal. If you set up shop anywhere near civilization your chances of being bought out are extremely high. If you can spare the navies to float your people out to Timbuktu that’s great, chances are you’ll soon be at war and need every ship defending your coast. Everyone with a ship will be after you and you’ll loose trade agreements.

    I’m trying an experiment of cutting loose from everywhere but northern Italy early on to reduce my surface area. Hopefully this will avoid a naval confrontation with the Byzantines and leave me with just Sicily to worry about. Your army defending your five cities (four and a castle) will be sucking up enough cash to ensure you that you don’t have too much left over for merchants. Quick cash via mines may be the best option.


    Reinvent the British and you get a global finance center, edible food and better service. Reinvent the French and you may just get more Germans.
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    How do you motivate your employees? Waterboarding, of course.
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    Down with dried flowers!
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  28. #28
    Guardian of the Fleet Senior Member Shahed's Avatar
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    Default Re: Forts good defensive idea?

    Actually, that is why I mentioned the 719 FL, because I was not trying to exploit.
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  29. #29
    Member Member Si GeeNa's Avatar
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    Default Re: Forts good defensive idea?

    I've only used forts as speed bumps and to prevent intrusion.

    When I was playing Milan, I used a number of forts to prevent the HRE from coming down and to generally impede movt by the Venetians, French, Sicilians and the Papal. The units within the forts, IMO, were written off. They were usually staffed by the lowest militia unit avail.

    When hostile contact is made, I usually have that extra 2 turns to organise to meet the threat. That 2 turns for 1 militia unit is a profitable exchange.

    I do not see the tactical advantage of forts, only the strategic/ operational advantage.
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  30. #30

    Default Re: Forts good defensive idea?

    Sounds disapointing :(
    What is the problem to make it the same as now, but just with stone wall? This was done allready in Rome. My be they expect we to modd it?

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