EDIT: This was originally started and investigated under 1.1. 1.2 made significant changes to phalanx units, so it may not be 100% accurate now.
The subject of today's froggy question to gather information for the guide is the phalanx. Yes, them yet again. This time it is a very simple, deceptively so, topic with no rank bonuses, stats, coding or anything to examine, nor any begging for a CA demigod to descend from on high and help.
Today's question: How do you get your phalanx to attack?
This might sound dumb, but it really is not. You see I find it impossible to get a phalanx to reliably engage in combat. At this point I should note in big, bold letters please do not reply with something entirely useless like "just right click on the enemy", if that worked I would not be posting this!. Also please do not tell me that the right shuffle is historical - I know, and it is irrelevant to this discussion.
There are several ways to try and get a phalanx to attack:
1. Leave the unit in guard mode and phalanx formation and right click the enemy once. This leads to, more often than not, the phalanx standing just out of range and shuffling to the right. They say they are fighting but they definitely are not; there is a definite gap between the spear/pike points and the enemy, no fighting animations are playing, and no one is dying. Alternatively the phalanx will sometimes lose its cohesion without doing much and will stand around as it is slaughtered, until suddenly remembering that death is an undesirable thing and fighting back in a piecemeal, disordered fashion using both swords and spears/pikes.
Occasionally this works, usually against units armed with swords who obligingly walk onto the spear/pike points. I can get it to produce a decent attack maybe one in every four attempts, and one disordered mess one in every four attempts. By attempts I mean clean, fresh situations, not wheeling about and moving in a combat situation after fighting for a while already. If you are already vaguely close to the enemy then they tend to lose cohesion and go into the piecemeal state described above. Fair enough; the phalanx is not famous for being manoeuvrable.
2. Have the phalanx in guard/phalanx mode and order them to move behind the enemy unit in a straight line so their path rams right into the enemy. This is recommended by CA on the Res Romanae.
This either works or kills your unit outright. Imagine a unit of 240 silver shield pikemen drawn up into 6 ranks. Imagine how deep that formation is. Now multiply that depth by 6 to get a distance. That is roughly the amount of empty space you need between your unit and the enemy for this to have a chance of working. If the gap is smaller then your phalanx tend to shoulder their weapons and walk right into the enemy and are cut down without even trying to fight back. If that gap is there then you have a roughly even chance of getting the pike push effect CA talk about, course if you don't your men just walk blindly ahead and die.
3. Let the enemy come to you; set up in guard/phalanx and never move.
Yes, this works each and every time unless your enemy has phalanx units too. Problem: This is useless in MP as no one is stupid enough to walk into the front of a phalanx. The AI is helpful like that; people aren't.
I spent about an hour testing this last night with [FF]Louis-St-Simurgh and [FF]Darkhalf and it was a farce, a real farce. We had units shuffling so far they ended up behind the enemy's lines and they still refused to hurt anyone. We had units walking right into forests of weapons and dying without even trying to fight back. We had units who stood there for minute after minute and never did anything more than shuffle to the right. Once Louis and Darkhalf managed to get in a position where a phalanx shuffled right into the spear points of another, mincing itself. Needless to say the minced phalanx wasn't doing anything much with the phalanx in front of it, the one it was supposed to be fighting. For that matter the phalanx it was supposed to be fighting was doing nothing much either.
We used the flat map, 'grassy flatlands', so there were no terrain/height issues. We took about 20 units each, including a couple of cavalry to see how they fared against a phalanx when charging into the flanks and rear, and we got maybe two satisfactory battles out of the whole thing. One of those was caused by Darkhalf leaving his phalanx units stationary while I ordered mine to move behind his from a very long (think the width of one full screen when zoomed out as far as it will go) distance. The other I am not sure; it didn't involve my units and it was getting very late.
I have also tested it in SP custom mode with the same sorts of results.
I've finished two Roman short campaigns now; I was thinking of playing the Greeks or Macedonians next but that idea has lost its appeal after these tests.
So, that's your task - find me a reliable way to make phalanx units fight, against both phalanx and non-phalanx units. In the current version of the guide the phalanx tactics are no more than "stand still, don't ever move and hope the AI is dumb enough to walk into your front." This is obviously no good at all.
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