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  1. #1
    Keeper of the Pax Romanum Member TruePraetorian's Avatar
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    Default Re: Archery tactics

    That's odd, I play VH mode and the enemy usually waits if they have the larger army. When I sally I hardly ever see them scramble to the corner.

    I always try to keep some onagers in my garrison, then park themup as close as I can so they attack the enemy who retreats away from the walls.
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  2. #2

    Default Re: Archery tactics

    I'm not sure if this fits in here, but since Horse Archers are a part of archery, I'll give it a shot anyway.

    Who really benefit from sallying out as defenders are (as you might have already guessed) Horse Archers. If you are skilled enough to use them effectively, you can sally out each turn, flood the enemy with arrows only to come back with full ammo next time.

    Using them effectively:

    At once rush all your HA (HA = Horse Archers) units outside the walls, circle the enemy to force a vulnerable flank to one of your units, rain death upon them.

    Things to note:

    1. Always keep a close eye at the enemy's movements, do NOT use "Skirmish" mode against enemy cavalry units as it usually ends up with your HA unit in melee combat, or just too far. Do NOT use "Canterberian Circle" when "skirmishing" with the enemy units. Or, you can just use "Skirmish" mode and become well known with the times it does the job bad, and handle those specific times your own with "manual-skirmishing".

    2. CC (HA's special skill) > Archers. "Skirmish" mode > Slow units. Manual Skirmish > Fast units. CC does not go along with Skirmish, except occasionally against slow melee units.


    Sorry for the rather broken structure of this post, I'm just a mess right now, attending to good old RTW looking for some soothing memories.And well, this topic reminded me about gold chiveroned Scythian Horse Archers...
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  3. #3
    Deranged rock ape Member Quirinus's Avatar
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    Default Re: Archery tactics

    mrdun & Celt Centurion, doesn't the enemy charge back if you fire at them? I don't know, as I have never tried, but if you charge cavalry into the rear unit, the last few units will usually break off their redeployment to fend off the raid. I assume that that is true for archers as well?
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  4. #4

    Default Re: Archery tactics

    Why AI can sally out multiply times per turn, but player can't (1.5)?

  5. #5

    Post Re: Archery tactics

    Quote Originally Posted by placenik
    Why AI can sally out multiply times per turn, but player can't (1.5)?
    It's sadly, one of R:TW's unfortunate bugs. It can get fairly irritating - sometimes the AI don't sally out of their city at all. This leaves you as the player simply sitting there waiting for the countdown to finish and a draw to occur. If the battle timer countdown is switched off, you are forced to quite simply quit, instantly losing the battle.

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  6. #6

    Default Re: Archery tactics

    Getting slightly off topic but be careful if you are besieging and the AI sallies out to meet you. If you get all the defenders routing at the same time, you had better choose end battle. I had the battle timer on but chose (accidentally) to continue battle.

    Well i just sped things up and waited while the few remaining enemies left the gate, saw my army, peed their pants, and ran back to the city square over and over. Well, the timer reaches zero... and keeps counting into negative numbers!

    I was able to win by moving as far from the city as possible and killing the remaining defenders before they could reenter the city.
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  7. #7

    Default Re: Archery tactics

    One abuse of that:
    Ingredients:
    1 battle timer on
    2 HA unit
    3 town garnisoned with infantry (even if they are archers) and no real light cavalery, may work if there is general/heavy cavalery

    How to do:
    1 besiege town with HA, AI will sally out being virtually much stronger than you
    2 kill enemy melee units with arrows and stay out of range of their archers
    3 when you waste all arrows, triple game speed and run from corner to corner untill DRAW
    4 repeat process, AI will sally out again
    5 when all AI melee units are dead, shater enemy archers if you can (shoot while moving which ordinary archers pursuing you can't), or simply charge them (has something to do with AI who will not try to stand ground to repel attack, but rather try to scrimish away)

    Result:
    1 town taken in 1 turn with single unit
    2 HA with lot of expirience

  8. #8
    Deranged rock ape Member Quirinus's Avatar
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    Default Re: Archery tactics

    Quote Originally Posted by Omanes Alexandrapolites
    It's sadly, one of R:TW's unfortunate bugs. It can get fairly irritating - sometimes the AI don't sally out of their city at all. This leaves you as the player simply sitting there waiting for the countdown to finish and a draw to occur. If the battle timer countdown is switched off, you are forced to quite simply quit, instantly losing the battle.

    Yes! I've had this happen to me a few times-- exceedingly irritating. It's one of the reasons I never play siege battles anymore, unless the odds are overwhelmingly against me, or if I have elite troops that I'd prefer not to lose. Besides which, I think autocalc doesn't factor in walls when calculating the battle results.
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  9. #9
    Member Member Celt Centurion's Avatar
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    Default Re: Archery tactics

    Quote Originally Posted by Quirinus
    mrdun & Celt Centurion, doesn't the enemy charge back if you fire at them? I don't know, as I have never tried, but if you charge cavalry into the rear unit, the last few units will usually break off their redeployment to fend off the raid. I assume that that is true for archers as well?
    Sometimes they do charge, that's why I mentioned a "box" of infantry with archers inside. You can "point" your infantry to guard the rear.

    Besides the box, I sometimes have a line of heavy infantry with archers behind them, two or three units of HI guarding the outer flank, and using my own wall to guard the other flank.

    The idea is to have something between the archers and the enemy whichever formation you use. Even one group of spearmen behind the archers facing rearward will discourage a cavalry attack from the rear.

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  10. #10
    Deranged rock ape Member Quirinus's Avatar
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    Default Re: Archery tactics

    I see...... though heavy infantry runs relatively slowly, no? I interpreted mrdun's strategy as relying on the fast-moving archers to catch up with the sieging army's rear guard, which is no mean feat itself, having to move out of the games and such. Is heavy infantry fast enough to do that before the enemy gets out of range?
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  11. #11
    Member Member Celt Centurion's Avatar
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    Default Re: Archery tactics

    Quote Originally Posted by Quirinus
    I see...... though heavy infantry runs relatively slowly, no? I interpreted mrdun's strategy as relying on the fast-moving archers to catch up with the sieging army's rear guard, which is no mean feat itself, having to move out of the games and such. Is heavy infantry fast enough to do that before the enemy gets out of range?
    Good question Quirinus.

    When I "start battle", I have my archers on the walls and the heavy infantry at the gate just below the archers. My cavalry are at the two flanking gates ready to move out.

    Once "start battle" has been pushed, the archers usually fire an opening volley and the enemy army will either move out of range or charge the infantry I start marching out the gate as the first two things I do after "start battle" is get the cavalry moving out the flanking gates and the infantry marching out the gate closest to the enemy.

    As I just stated, the enemy will usually begin to march out of range of the archers, but sometimes, they charge at the infantry! If they charge at the infantry, the archers have a shooting gallery giving the enemy the maximum opportunity to die for their King. If the enemy keeps sacrificing themselves to your arrowheads, stop all but one unit of your infantry from marching out and take advantage of the opportunity.

    If the enemy wisely chooses to move out of range, let your infantry form the protective line and march your archers out to be between the protective line and your wall. Do not send all of your archers down from the wall at the same time as they will logjam going through the doors. Instead, send one unit of archers while the others "stand to" on the walls. When one is safely out the gate, send another and so forth. This will give you some archers on the walls should the enemy decide to attack your infantry and archers when they are outside the gates. Once you have your archers out, move your protective line and archers to where the infantry can protect them and your archers can shoot. Once they are out of arrows, withdraw them inside the gates under protection of the infantry. If the archers have done enough damage that you can drive the enemy off, do so if you wish. If you wish, you can also bring everybody back inside the walls to repeat the process next turn.

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  12. #12
    Honorary Argentinian Senior Member Gyroball Champion, Karts Champion Caius's Avatar
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    Default Re: Archery tactics

    My archer tactic in open field is to engage enemies with infantry, and shoot them from the rear with archers and skirmish troops. Death are more when you shoot them from the rear.

    Simple, but sometimes the AI follow your archers, killing them.




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  13. #13

    Default Re: Archery tactics

    They need cav support as cav normally atttacks them. Although spears would fit the bill.

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