hey guys, sorry for bothering you but i just have one question concerning assassins and other agents
what is the highest rank they can have? it sounds stupid but what can you expect from a noob :(
Hello esbono and welcome to the .org, enjoy your stay.
There are no stupid questions neither you should feel bad for being new to the game; we all were at one point.
Agents in STW gained honor in rising increments, for example valor1 (or honor as it was called in STW) would be reached say with 1kill, valor2 with 2 kills, valor3 with 4 kills etc. This meant that passed some point it was really hard to valor up your agents as too many succesful missions were required.
I have reasons to believe that exactly the same happens in MTW and that there is no "cap" (limit) theoretically as to what valor can be achieved - however there is certainly one practically. Personally i dont remember seeing agents above valor 6 (or 7?).
This guide might also be helpful:
https://forums.totalwar.org/vb/showthread.php?t=54932
Last edited by gollum; 10-11-2009 at 21:42.
The Caravel Mod: a (very much) improved
vanilla MTW/VI v2.1 early campaign
Please make sure you have the latest version (v3.3)
Since v3.3 the Caravel Mod includes customised campaigns for huge and default unit settings
Download v3.3
Info & Discussion Thread
Hi jedi121212
In response to your query about the use of gunpowder units, my answer would be "Yes, but sparingly."
They add to the feel and atmosphere, and can inflict some damage at closer ranges, but you will achieve far more enemy casualties with longbows and arbs.
By the way, welcome to the Main Hall!
....and welcome also to esbono.
Gollum is quite correct, there is no such thing as a stupid question here in the Main Hall, and plenty of experienced campaigners are only too ready to offer assistance, so ask away!
Thanks. I This is my first campaign. I have played both RTW and M2TW and i wanted to play STW and MTW. I have the Eras pack which is awesome. I really Like all the Total wars except ETW I have not played that one My computer could not play it. my computer could barely play M2TW.
Personally, the only gunpowder units I generally employ is artillery for castle assaults. Otherwise, I usually don't bother. (It should be noted, however, that I'm a fairly vocal anti-gunpowder enthusiast, so obviously I'm a bit biased.)
Welcome to the Org, esbono!![]()
Theoretically, I believe assassins (and agents in general) can have a max of 9 stars. However, I -- like gollum -- have rarely (if ever) seen them with more than 7 stars. Certain "hero" agents like Thomas Beckett and Guy of Gisbourne might have more, but I couldn't personally say whether they do or not.
Indeed. No need to be shy about asking questions, esbono. I think you'll find we'll be more than happy to help.![]()
Also: Good to see you back here bamff! It's been too long.![]()
Last edited by Martok; 10-12-2009 at 07:18.
"MTW is not a game, it's a way of life." -- drone
Handgunners are essentially armored swordsmen with a missile weapon- their range and accuracy are very low, so the best you can do with them is fire one shot before charging (alt+attack to activate melee weapon for missiles). Mameluk handgunners are useless altogether - just avoid them.
Arquebusiers are far better - they can be used behind your arbalesters/crossbows and their volleys can be timed (together with those of arbalesters/crossbows) to ensure good accuracy and so maximum casualties (toggle fire at will off and then let enemy approach and when they are in the range of your choice toggle fire at will on). In this way your volleys can really have some extra punch that will rout high morale units like knights, elite guards etc on the spot, because bullets cause additional morale penalties on top of the normal ones a unit being fired at gets.
Typically, crossbows/arbalesters/aquebusiers are put by most players in hold formation/hold position. This enhances their defence, and makes them keep firing even when they are partially engaged in melee (which is what you want them to be doing). Handgunners should be put in engage at will - and after quickly firing a shot (all you need to kill is 1 man to inflict morale penalties) charge them in melee.
Btw dont listen to frogbeastegg's advice regarding arquebusiers in her guide. She suggests to move them behind an engaged enemy unit to fire in their backs, but this, while optimal is highly unpractical; there are very few occasions in MTW battles that you will have the luxury for such tactics. Arqs are a volley supporting unit - just learn how to make your static missiles (crossbows/arbs/arqs) line in 3 rank deep lines (3 ranks is especially important for guns as it makes them use revolving ranks that significantly reduce the reloading times) and deliver deadly volleys at the range of your choosing while you have melee troops behind them to ward off any troublesome cavalry approaching from the flanks (or front). Using such tactics, arqs are priceless, not for the kills but for the morale penalty.
Bows can be left in a third rank to fill in the reload times of the arbs/crossbows/guns as they fire far quicker (4s=reload time iirc) and can fire above the heads of their comrades (arc).
This is actually how historically medieval missile formations fought.
I'd say 3 units of arbs, 2 units of arqs and 2/3 units of bows per stack are a good deal (alternatively 4 units of arbs, 1 unit of arqs and 2/3 units of bows) for stack composition. Remember not to overdo it with missiles otherwise your stacks will be swept by melee heavy enemy armies.
Btw although a cheat, you can have gunpowder units in vanilla from 1204 onwards as mercenaries - this is because the gunpowder units era designation in the UnitProd.txt file is high (in order to be activated by the Gunpowder event that takes place in high), however this unfortunately also means that themercenary versions are available in High. This is ultimately rendered insignificant only because the overpowered arbalesters are given out in high too - which is broadly speaking unhistorical and bad for the gameplay as it renders crossbows (as well as most missile units really) obsolete in high. Arbalesters, like Lancers and other high units are really late units - most probably they are given out for the benefit of the majority of players finish the campaign during high; i guess they didnt wanted people to end the game withouthaving played with most units.
Last edited by gollum; 10-12-2009 at 11:34.
The Caravel Mod: a (very much) improved
vanilla MTW/VI v2.1 early campaign
Please make sure you have the latest version (v3.3)
Since v3.3 the Caravel Mod includes customised campaigns for huge and default unit settings
Download v3.3
Info & Discussion Thread
thank you for understanding
and the topic you linked me to offers all answers! thanx
i only thought i'm a little retro cause i'm playing mtw for the first time now when it's seven years old...
Well i guess you are better than chess players, that play a game a few tens of centuries old
A good game is a good game - no matter how old.
The Caravel Mod: a (very much) improved
vanilla MTW/VI v2.1 early campaign
Please make sure you have the latest version (v3.3)
Since v3.3 the Caravel Mod includes customised campaigns for huge and default unit settings
Download v3.3
Info & Discussion Thread
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