"High casualties" and "encouraged by general" dont seem to make much of a difference and in some ways are "no brainers" but they do actually influence your troops a lot.

These tips are more for the less experienced gamer though and to help indicate clearly why troops may be routing or running away or just wavering.

I know its obvious to experienced gamers that its better not to send in a depleted unit over a full complement unit but...

Units worried by casualties will break easier and get even more nervous when flanked - the tips need to be judged cumulatively really - if you keep weakened units close to the general (especially a dreaded one) and with protected flanks (rather than putting them on the flanks) it does help.

As with the general - so long as he isnt dead or routed or fleeing you and you are NEAR him - you will get the encouraged by the general... but it helps judge the generals influence "radius", remind you if he is still alive or if hes running away.

Other key ones are "Frightened by artillery" and "feeling safe on the hill".

To the new gamer if they see "Feeling safe on the hill" "Happy flanks are protected" encouraged by the general" - all scrolling by then you know you're in a good situation.

Ive seen a big unit of royal knights charge right through a strecthed unit of foot - keeping massed ranks is important against cavalry - if they break through in a charge you get routed almost immediately.

Spreading a thin unit of foot across your bow line is often used - that's just fresh meet in MTW, you need spearmen at least 4 ranks deep to have a hope, even though only the first two ranks can fight...and if you have them in loose order then they are toast against a wdge charge (and also by key charge-bonus infantry like gallowglass, vikings and clansmen etc)

[This message has been edited by Darkmoor_Dragon (edited 06-22-2002).]