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Thread: Surprisingly Good and Bad Units 1.2 Edition

  1. #241
    Guest desert's Avatar
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    Default Re: Surprisingly Good and Bad Units 1.2 Edition

    OK, I ran a few tests.

    1 match with Eastern Axemen vs AI Spartans: 174 killed - 36 killed

    2 matches with Spartans vs AI; default formation used: 20 - 179
    37 - 162

    2 matches with Spartans vs AI; 8-shields-deep: 33 - 153
    13 - 161

    1 match with Spartans vs AI; maximum line length: 19 v 125

    The AI of course did retarded things like try to throw missiles while I mauled their lines, and run away after having done so only to charge me and repeat the whole process every 30 seconds.

  2. #242
    Slixpoitation Member A Very Super Market's Avatar
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    Default Re: Surprisingly Good and Bad Units 1.2 Edition

    Nobody would send those guys solo against Spartans. There is no point. You send them into the flank. Thus, your information is INVALID!!!! :P
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  3. #243
    Guest desert's Avatar
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    Default Re: Surprisingly Good and Bad Units 1.2 Edition

    Eh, no, because I was trying to find out how Spartans would fare against Eastern axemen in a head-on collision. So it is valid. In reality, the Spartans would lose a couple men, while the axemen would lose 50 men, at which point they would rout.

  4. #244
    Guest Aemilius Paulus's Avatar
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    Default Re: Surprisingly Good and Bad Units 1.2 Edition

    Quote Originally Posted by Cullhwch View Post
    Did these guys get re-skinned in 1.2?? In 1.1 they have a completely different skin. And I am still playing 1.1.

  5. #245
    Slixpoitation Member A Very Super Market's Avatar
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    Default Re: Surprisingly Good and Bad Units 1.2 Edition

    What do they look like in 1.1? Frankly, I hate their current skin. Maybe its just my slight OCD talking, but it just looks so dirty. One of the reasons why I dislike using Illyrians.
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    It runs on batteries. You'll need a few.
    Uhh, I guess I won't have pepsi then. Do you have change for a twenty?
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  6. #246
    Guitar God Member Mediolanicus's Avatar
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    Default Re: Surprisingly Good and Bad Units 1.2 Edition

    You dislike using Illyrians because you don't like the way Numidians look like
    Last edited by Mediolanicus; 03-01-2009 at 12:59.
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  7. #247
    Haruhiist Member Zett's Avatar
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    Default AW: Re: Surprisingly Good and Bad Units 1.2 Edition

    Quote Originally Posted by Mediolanicus View Post
    You dislike using Illyrians because you don't like the way Numidians look like
    He dislikes the "dirty" look of them, if i got him right.



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  8. #248
    Member Member Phalanx300's Avatar
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    Default Re: Surprisingly Good and Bad Units 1.2 Edition

    I could classify all Hoplite units as Suprisingly bad, they are really underpowered in EB. They were killing machines from the front, as prooven by Thermopylae where even the non Spartans were slaugtering the Persians from the front. In EB Hoplites drop to easilly from the front, guard mode only makes it worse.

    Hoplites rely on destroying the enemy from the front, not to rely on cavalry or light infantry to do it from the back. Which is really one of the bad points of EB, Hoplites should be given some sort of formation to better portray their real Phalanx.

    Right now they just fight as individual soldiers.

  9. #249
    Guitar God Member Mediolanicus's Avatar
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    Default Re: Surprisingly Good and Bad Units 1.2 Edition

    When fighting Epeiros as the Romani in my campaign I had serious trouble with their Hoplitai.
    Epeiros moved to Greece in my campaign and were throwing stacks full of Hoplitai and Thorakitai. I found the Thorakitai much easier to kill than the Hoplitai.
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  10. #250
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    Default Re: Surprisingly Good and Bad Units 1.2 Edition

    Stat wise the Thorakitai are better. The point is that the Hoplites aren't really good enough portrayed in EB .

  11. #251
    Guitar God Member Mediolanicus's Avatar
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    Default Re: Surprisingly Good and Bad Units 1.2 Edition

    Try adding the short_pike attribute or reducing the space between the individual men in the unit in the EDU.

    That tends to help.
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  12. #252
    Member Member Phalanx300's Avatar
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    Default Re: Surprisingly Good and Bad Units 1.2 Edition

    I know, yet I'm in that Greek Vs Roman tourney so if they don't have the same changes it wont work.

    And I also don't really know why the EB team haven't chosen themselves to go for a more realistic formation.

  13. #253
    Villiage Idiot Member antisocialmunky's Avatar
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    Default Re: Surprisingly Good and Bad Units 1.2 Edition

    You're not using them right, I can vouch for them as being awesome. Its just that they are a pain to setup right and can't attack. The the only way they excel is sitting in defense mode and not dying. Anything else and they end up underwhelming.
    Last edited by antisocialmunky; 03-01-2009 at 14:14.
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  14. #254
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    Default Re: Surprisingly Good and Bad Units 1.2 Edition

    It's not me not using them right, Hoplites weren't a static wall. It was about charging the enemy with the shield wall and then push their line apart with the first two ranks stabbing down. It was a agressive force and extremely lethal from the front. Which isn't really that good portrayed in EB.

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    Last edited by Phalanx300; 03-01-2009 at 14:35.

  15. #255
    Villiage Idiot Member antisocialmunky's Avatar
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    Default Re: Surprisingly Good and Bad Units 1.2 Edition

    My bad, I misunderstood what you said. In that case yes, they do need to be tweaked. ROP had pretty good hoplites. That game did devolve into a ridiculous pushing match.
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  16. #256

    Default Re: Surprisingly Good and Bad Units 1.2 Edition

    People that complain that hoplites die fast with guard mode, learn to use it right. Hoplites need guard mode on when the enemy charges and you keep it on only while the enemy is on the front face of the hoplites. Once they start surrounding the hoplites (or when hoplites are fighting more than 1 unit) then you run into problems if you leave guard mode on. Guard mode means they'll fight in a line and try to keep the line solid at all costs. This means they don't break formation which works against them once the enemy surrounds them, once the enemy kind of gets to their flanks, disable guard mode, they'll survive much longer since they're not a static line anymore.

    Just realized this while fighting the Seleukids around Pontos, Levy Hoplites are amazingly good (for their level and price) if you have a unit like the Gaesatae around, anything with a morale boosting and killing effect. I found that with that unit behind the Levies, they held as long as normal hoplites without morale boosting units.
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  17. #257
    Member Member Phalanx300's Avatar
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    Default Re: Surprisingly Good and Bad Units 1.2 Edition

    Anti, short_pike from ROP makes it to extreme, changing density would be better.

    Heldelance, guard mode makes you units fight worse, even at a solid front(Hoplites are a attacking force, letting them stand still isn't a Hoplite Phalanx, and that is the only use of Guard Mode). I tested all possible ways for Hoplites and I must say that changing the density is the most accurate solution.

  18. #258
    Haruhiist Member Zett's Avatar
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    Default AW: Re: Surprisingly Good and Bad Units 1.2 Edition

    Quote Originally Posted by Phalanx300 View Post
    I must say that changing the density is the most accurate solution.
    Quote Originally Posted by Phalanx300 View Post
    Also, in EB I really get the feeling that Hoplites are underpowered, maybe doing something with them for this tourney would be better. Like the 0.2 density?
    But not to 0.2, that is overkill. I onced use diffrent densities for Hoplites too and all 0.2 units were nearly unstobable on the field. For example, an unit of Thorakitai Hoplitai with 0.2 slaughtered an unit of Pedites Extraordinarii 1 vs. 1 with no problems. Even classical Hoplitai with 0.23 where able to beat them 1 vs. 1.

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  19. #259
    Member Member Phalanx300's Avatar
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    Default Re: Surprisingly Good and Bad Units 1.2 Edition

    Then again, you shouldn't try to beat them from the front, you can more easilly outflank them and on large battles they still tend to rout when their line is outflanked. Yet from the front it's impossible with loose order infantry to beat Hoplites, except with Phalangites or other Hoplites. Which is historical looking at Hoplite warfare.

  20. #260
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    Default Re: Surprisingly Good and Bad Units 1.2 Edition

    Technically the first 3 ranks stab at the enemy.

    And sometimes hoplites did in fact just form a static line instead of charging their enemies.

    Apparently, if a phalanx poised its shields on the ground and huddled against them while raising their spears at an angle(sort of like in this picture)
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    , then they were immovable ().

  21. #261
    a.k.a. Burebista Member Βελισάριος's Avatar
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    Default Re: Surprisingly Good and Bad Units 1.2 Edition

    I can personally vouch for the Hoplitai. In guard mode they're nigh indestructable. They even held out better than my Pezhetairoi units, as Anti can tell you.

    But I have to agree, when it comes to attacking they fail miserably. I'd go for the 0.2 density which sounds fairly accurate to me. But I fear it may be overpowering them too. They're good, but it's not an army of Achilles we're taling about here.

    Also, not surprisingly, but damn good:

    My new favourite unit.

    And... the unit of my Strategos nightmares:

    These buggers'll cut through infantry like a knife through warm butter... but if a cavarly unit so much as shakes a spear at them they start running like armoured bunnies.
    Hate 'em to death...
    To settle the deal between Romans and Greeks once and for all... both Italy and Greece are in deep s*** at the moment. Do you really think who had the biggest spear in antiquity makes any difference?

  22. #262
    Villiage Idiot Member antisocialmunky's Avatar
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    Default Re: Surprisingly Good and Bad Units 1.2 Edition

    Does anyone know why they are really crap in horse to horse?
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  23. #263
    Haruhiist Member Zett's Avatar
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    Default AW: Re: Surprisingly Good and Bad Units 1.2 Edition

    Quote Originally Posted by Phalanx300 View Post
    Yet from the front it's impossible with loose order infantry to beat Hoplites, except with Phalangites or other Hoplites.
    But heavy assault infantery should be able to do so. So even Thorakitai Hoplitai should take heavy causalties if attacked by Pedites Extraordinarii (IMO and I say that as a Romani-hater). And with 0.2 it doesn't matter if you flanke them or not, they will just hold their position and kill everything. I think 0.3 - 0.25 - 0.23 (levy/semi* - classicals - elites) is ok, but you have to change some stats or the unitcosts/upkeep to rebalance the game. *With "semi" I mean for example Massaliotai Hoplitai.

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  24. #264

    Default Re: Surprisingly Good and Bad Units 1.2 Edition

    The defend mode on hoplites seem to work for both defense and offense from what I've seen when I paid closer attention to it. If you turn guard on and charge, they try to maintain the line and more of the units actually hit the enemy which I would guess would lead to lower casualties on your side and greater on theirs. When defending, guard mode turns them into a solid wall making it hard for the enemy to break your formation. Keep in mind though that when they do break your formation, and the will, guard mode needs to be turned off so that the hoplites are looser. You can tell if they break your formation if the hoplites start changing the facing of their line which usually makes them vulnerable to flank attacks.
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  25. #265
    Friend of Lady Luck Member Mooks's Avatar
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    Default Re: Surprisingly Good and Bad Units 1.2 Edition

    Thracian calvary (The mercenaries) are pretty damn good. Against calvary, against infantry, and for chasing down skirmishers. Its surprising that the description is pretty much spot on.
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  26. #266
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    Default Re: Surprisingly Good and Bad Units 1.2 Edition

    Hoplites on guard mode on the offensive are very bad, their entire unit get decimated with only a few enemy dead.

    I can personally vouch for the Hoplitai. In guard mode they're nigh indestructable. They even held out better than my Pezhetairoi units, as Anti can tell you.

    But I have to agree, when it comes to attacking they fail miserably. I'd go for the 0.2 density which sounds fairly accurate to me. But I fear it may be overpowering them too. They're good, but it's not an army of Achilles we're taling about here.
    Well yeah, but holding out wasn't their puspose, it was destroying the enemy, it wasn't about pinning as it is with the Phalangites.

    I just think that they should definately perform better, right now it could just make people think why the Greeks even bothered to fight as Hoplites..

    But heavy assault infantery should be able to do so. So even Thorakitai Hoplitai should take heavy causalties if attacked by Pedites Extraordinarii (IMO and I say that as a Romani-hater). And with 0.2 it doesn't matter if you flanke them or not, they will just hold their position and kill everything. I think 0.3 - 0.25 - 0.23 (levy/semi* - classicals - elites) is ok, but you have to change some stats or the unitcosts/upkeep to rebalance the game. *With "semi" I mean for example Massaliotai Hoplitai.

    Ceterum censeo Romam esse delendam

    I definately don't think that they should be able to be beaten by the front, I can't think of a case where such a thing ever happened. Except at Marathon but there they made a smaller frontline on purpose. If you look at the Thorakitai Hoplitai unit card you'll see that it were those units who broke the Roman right flank in the battle of Corinth.

    And about those semi units, I'm wondering why you put them in the levy group? All Hoplites had swords, these semi ones just were known to put great use to them(which is why they have swords), putting them to classical at the least would be better. For Hypaspitai elite would fit more.
    Last edited by Phalanx300; 03-02-2009 at 14:54.

  27. #267
    Villiage Idiot Member antisocialmunky's Avatar
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    Default Re: Surprisingly Good and Bad Units 1.2 Edition

    I wonder if missiles would disrupt thier formation more if we did that.

    Also, I believe that a lot of the 'mixed' culture hoplites fought a little looser or atleast that's what the descriptions say.
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  28. #268
    Member Member Phalanx300's Avatar
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    Default Re: Surprisingly Good and Bad Units 1.2 Edition

    The only one I know of are the Syracusians, which also have longer spears(I gues only they should have the way to long spears that many Hoplites have). As far as I know they were the only ones(in EB).

  29. #269
    Haruhiist Member Zett's Avatar
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    Default AW: Surprisingly Good and Bad Units 1.2 Edition

    About the "semi", just another prove, that English is not my first language. I meant 'mixed' culture Hoplites, how antisocialmunky already said. And IMO they should fight in a looser formation. That would be Syrakosioi, Massaliotai, Triarii (even if they are elites), and perhaps the Indogreek Hoplites (even if they are elites too). About the Hypaspistai, it's true that their unitdescription says, that they fought as Hoplitai, but in game, you use them more as a assault infantery and not as a lineholding phalanx. I think that at the moment a Hoplitai decides to switch to sword, he stops fighting in the phalanx, ergo he shoudn't get the low density. (I have no sources to prove it, it's just my opinion.)

    Quote Originally Posted by Phalanx300 View Post
    I just think that they should definately perform better, right now it could just make people think why the Greeks even bothered to fight as Hoplites..
    I agree with you, they should. But giving them a too low density, especially if they have swords, makes them too powerful.

    Perhaps we should make a new thread about that topic?

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  30. #270
    Member Member Phalanx300's Avatar
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    Default Re: AW: Surprisingly Good and Bad Units 1.2 Edition

    About the "semi", just another prove, that English is not my first language. I meant 'mixed' culture Hoplites, how antisocialmunky already said. And IMO they should fight in a looser formation. That would be Syrakosioi, Massaliotai, Triarii (even if they are elites), and perhaps the Indogreek Hoplites (even if they are elites too). About the Hypaspistai, it's true that their unitdescription says, that they fought as Hoplitai, but in game, you use them more as a assault infantery and not as a lineholding phalanx. I think that at the moment a Hoplitai decides to switch to sword, he stops fighting in the phalanx, ergo he shoudn't get the low density. (I have no sources to prove it, it's just my opinion.)
    I only support that for the Syrakosioi, there is not really evidence as far as I'm aware that the others fought in a looser formation then the usual Hoplite Phalanx. And for Hypaspistai, I would say to give them 0.23 as well, I care more for the Historical accuracy then how they are usually used ingame. The Macedonian assault infantry should by now be the Peltastai Makedonikoi, there is a reason that they came to be.

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