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  1. #1

    Default Archers to weak, Gunpowder to weak

    I say archers kill everything they hit thats un amoured!
    and gunpowder kills everything it hits peroid!!

  2. #2
    Typing from the Saddle Senior Member Doug-Thompson's Avatar
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    Default Re: Archers to weak, Gunpowder to weak

    Ah, but the secret is getting a hit.
    "In war, then, let your great object be victory, not lengthy campaigns."

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    Ranting madman of the .org Senior Member Fly Shoot Champion, Helicopter Champion, Pedestrian Killer Champion, Sharpshooter Champion, NFS Underground Champion Rhyfelwyr's Avatar
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    Default Re: Archers to weak, Gunpowder to weak

    I do agree archers should do a little more damage to unarmoured opponents. But then even very basic armour or a shield which any peasant could have would protect against weaker bows, so then you're in danger of overpowering archers. You'd think if archers fired anywhere around a 30 degree angle it would only really be soldiers in the front of the opposing unit that would take hits anyway.

    As for gunpowder units, accuracy really should be their problem. I wish however they would be absolutedly devastating at really close range. I'd love to hold my men back from firing, then decimate an oncoming cavalry charge from 10 feet. Still they're worthwhile as it is simply because of their morale impact which I've recently discovered against the Aztecs.
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    Iron Fist Senior Member Husar's Avatar
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    Default Re: Archers to weak, Gunpowder to weak

    My archer and crossbow units often get kills in the hundreds on huge unit size, I really don't see how they're too weak. Sometimes it feels like my other infantry is just there to protect my ranged units while they get all the kills and experience. I've seen crossbow militia kill 21 of 80 gendarmes in one salvo, if that is too weak then should they maybe instagib them?


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    Dyslexic agnostic insomniac Senior Member Goofball's Avatar
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    Default Re: Archers to weak, Gunpowder to weak

    Agreed Husar. In my current game as the Portugese, I've got 5 units of 3 gold chevron crossbow militia in one city. France keeps beseiging the same city over and over, I keep sallying over and over. I'd be willing to bet that each one of those CM units has over 1500 kills.

    They work fine for me...
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  6. #6

    Default Re: Archers to weak, Gunpowder to weak

    Quote Originally Posted by Husar
    My archer and crossbow units often get kills in the hundreds on huge unit size, I really don't see how they're too weak. Sometimes it feels like my other infantry is just there to protect my ranged units while they get all the kills and experience. I've seen crossbow militia kill 21 of 80 gendarmes in one salvo, if that is too weak then should they maybe instagib them?
    Ah, Xbows are the exception. Good damage, and good accuracy, at least on a fairly flat plane.

    However, I've had no problem with Archers killing things, except when shooting over walls, or at an angle above about 40 degrees. Musketeers are hit or miss, mostly because of that annoying "fire by rank" bit and how they have to move every time the enemy shifts a bit to one side, but Xbows and Archers are quite effective. In my experience, at least.

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    Member Member WhiskeyGhost's Avatar
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    Default Re: Archers to weak, Gunpowder to weak

    Quote Originally Posted by Caledonian Rhyfelwyr
    As for gunpowder units, accuracy really should be their problem. I wish however they would be absolutedly devastating at really close range.
    i miss doing that in Shogun


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  8. #8

    Default Re: Archers to weak, Gunpowder to weak

    Quote Originally Posted by s_tabikha
    I say archers kill everything they hit thats un amoured!
    and gunpowder kills everything it hits peroid!!

    Early gunpowder units were notoriously inaccurate. The true advantage to it was there was no need to train those units, at least compared to a quality bowman. A good bowman would take years to train.

  9. #9

    Default Re: Archers to weak, Gunpowder to weak

    huser thats because you mod all your xbows duh

    and joe
    ok even so if the few accurate shots did hit

    shouldnt they kill what ever they hit?!?!?!?

  10. #10
    Iron Fist Senior Member Husar's Avatar
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    Default Re: Archers to weak, Gunpowder to weak

    Quote Originally Posted by s_tabikha
    huser thats because you mod all your xbows duh
    Well no, I didn't.
    It's just that crossbows have ap so the gendarmes' armour is reduced from 11 to 5 or 6 or maybe 5.5 and then those crossbows make some 9 damage. I found out that damage higher than the enemy's defense is quite deadly. That gendarmes have no shields doesn't really seem to help(though historically I thought shields were abandoned because advanced plate was better than older armour +shield ). And arquebusiers work quite well, just set them to volley fire in ranged fights, otherwise set them to skirmish, they will fire more individually and not switch ranks, but they're still deadly, won't change their facing and if you stretch them to two ranks you get all men firing at the enemy. Can sometimes be useful in shootouts as well because losses can confuse their rank rotation routine and make it slower. I also think they become more accurate when they gain experience.


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  11. #11
    Member Member crpcarrot's Avatar
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    Default Re: Archers to weak, Gunpowder to weak

    Quote Originally Posted by s_tabikha
    huser thats because you mod all your xbows duh

    and joe
    ok even so if the few accurate shots did hit

    shouldnt they kill what ever they hit?!?!?!?

    i was going to add my thought but then i saw this post lol
    "Forgiveness is between them and god, my job is to arrange the meeting"

  12. #12
    Upstanding Member rvg's Avatar
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    Default Re: Archers to weak, Gunpowder to weak

    Archers are fine. Xbows are fine. Gunpowder troops *would* be fine if it wasn't or the file/rank salvo thingy.... that's why camel gunners are so good: they dont have to worry about formation and each gunner acts individually.
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  13. #13
    Nolan Bushnell Cultist Member ataribaby's Avatar
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    Default Re: Archers to weak, Gunpowder to weak

    Musketeers (and to a lesser extent arquebusiers) are lethal. I don't know why you'd want them any more powerful without ruining the game's balance. Musketeers have an amazing range and accuracy even with no valour.

    Quote Originally Posted by Husar
    arquebusiers work quite well, just set them to volley fire in ranged fights, otherwise set them to skirmish, they will fire more individually and not switch ranks, but they're still deadly, won't change their facing and if you stretch them to two ranks you get all men firing at the enemy.
    Thanks for that! I thought skirmish mode just affected whether or not the gunmen would run back when an enemy gets close. But you're right: it also affects the firing co-ordination between the gunners in the unit.

    I just tested it in and in one case, with a two rank unit of musketeers on skirmish mode, the first rank would fire, then kneel to reload while the second rank would fire over them from behind; no swapping ranks or shuffling back and forth... Good to know. And you can have gunmen firing safely from behind the main line as long as you leave a sufficient gap (just like crossbows and archers).

    Now I just need to work out the effects of guard mode and spearwall on pike units. That's a confusing world of pain.

  14. #14

    Default Re: Archers to weak, Gunpowder to weak

    balanced?
    B A L E N C E D?!!

    this is gunpowder were talking about
    the whole point is its not balenced!!!!!!!!

  15. #15
    Notepad user Member Red Spot's Avatar
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    Default Re: Archers to weak, Gunpowder to weak

    Quote Originally Posted by ataribaby
    Now I just need to work out the effects of guard mode and spearwall on pike units. That's a confusing world of pain.

    spearwall doesnt do a thing, its just a flag for pikemen to know they can do that special defence (kneel down etc)
    leave them on guard untill charged than remove guard mode and they'll cut trhrough cav. like a hot knife through butter .... (dont leave them on guard after the initial charge as they dont kill a horse than ...)



    G

  16. #16
    has a Senior Member HoreTore's Avatar
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    Default Re: Archers to weak, Gunpowder to weak

    Quote Originally Posted by s_tabikha
    shouldnt they kill what ever they hit?!?!?!?
    Why...? It doesn't kill you to get hit by an arrow in the arm, nor does it necessarily make you incapable of fighting...
    Still maintain that crying on the pitch should warrant a 3 match ban

  17. #17

    Default Re: Archers to weak, Gunpowder to weak

    Quote Originally Posted by HoreTore
    Why...? It doesn't kill you to get hit by an arrow in the arm, nor does it necessarily make you incapable of fighting...
    And to build on that, the old gunpowder weapons killed the same way that bows and crossbows killed; by mostly the projectile. So it's not like modern weapons where there's such a huge amount of force that the kinetic energy does more damage than a bullet; you could fairly easily survive a bullet to the arm or leg back then. It would hurt (quite badly ), and you'd probably die later from infection, but you wouldn't die right then.
    Quote Originally Posted by Seamus Fermanagh
    Why waste time on thought when you have a big charge bonus?

  18. #18

    Default Re: Archers to weak, Gunpowder to weak

    Quote Originally Posted by HoreTore
    Why...? It doesn't kill you to get hit by an arrow in the arm, nor does it necessarily make you incapable of fighting...
    It's probably pretty hard to keep on fighting with a 4 foot barbed arrow that you can't pull out sticking out of your arm.

    You can only snap the shaft and get it sorted later....

    That's why in the game so many casualties of arrows heal after the battle....it represents the soldiers who were wounded and incapacitated by arrows but not killed.

  19. #19

    Default Re: Archers to weak, Gunpowder to weak

    consider these facts:

    Arrow wounds - hard to remove in battle. removal might agitate bleeding. arrows (especially british longbows ones) that was pegged to the ground increase chance of infection from contact with soil/manure.

    Bullet wound - ditto, but can sometimes ignore depending on the adrenaline/fortitude of the wounded. but often get infection later on due to bits of armor/clothing/lead got driven into the wound and never removed.

    I knew there will be argument that a close combat weapon will settle an "argument" quickly. but also consider how Goliath was bought down by the cheapest and cheesiest weapon - a slingshot.

    it matter little on the actual destructiveness of the weapon, but alot on the application of it.

    ps. i suck at being a cavalry commander, therefore in my games, my horsed units act as the cheerleaders and battlefield-sweepers.
    Last edited by imnothere; 08-31-2007 at 06:41.
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