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Thread: Maltacus Guide to Field Battles, updated 19 February

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    Default Maltacus Guide to Field Battles, updated 19 February

    This is a general guide to field battles. It is rather heavy reading with no pictures so I recommend reading it a little bit at the time. I have tried to make it generalized but since I have played mostly Stainless Steel with RC, it is of course a bit geared towards that mod. Other mods that I have played are Broken Crescent and Third Age, but they have not been nearly as influential.

    The guide is not completed yet, but these parts are ready enough to be useful I hope.

    Part 1, Cavalry

    Spoiler Alert, click show to read: 

    1. Cavalry

    The power of cavalry derives from the speed and the shock of its charge. With the superior speed cavalry units can lure away elements of the foe, outrun or outmanoeuvre them, and get back to the main battle line – thereby removing several units from the opponent’s army without even touching them. Heavy lance cavalry can inflict more damage per second than any other unit type due to the high charge value. Most cavalry tactics are meant to maximize these two advantages.

    1.1 Luring away units

    Most battle ai:s do follow units that get too close to their army, at least for a short distance. Sometimes melee combat triggers a more aggressive behaviour – once you have hit a unit it and the others come out of the “trance” of their marching. It goes without saying that lighter cavalry is better at luring away units due to the better stamina. Missile cavalry is generally the best since a foe that doesn’t chase them suffer casualties if the missile cavalry is allowed to close in behind units, perhaps even able to shoot a general in the back.

    In order to make the foe follow light melee cavalry you will want to hit them as lightly as possible since the goal is to lure them away, not to do great damage. Infantry is the best target since they are slow, but since they almost always march in the centre flanking cavalry may be safer – less time you are in the range of enemy archers marching in the centre. That is of course if the cavalry is slower, if they match yours in speed it is likely impossible to lure them away and get back before them. In order to hit as lightly as possible, create a rather compact formation, to make it collect and turn quicker and thereby move faster, and charge your target. As soon as the first line hits with their lances, really as soon as one soldier in the first line hits with his lance, pull them back. Consider turning 90 degrees rather 180, in order to get away faster. Cavalry seems to need less time to turn to the side than around. This is one of the situations where professionals shine; being much less prone to staying and engaging the enemy unit even if they take casualties and turning faster as a group.

    If enemy units follow you, try to make them follow as few of your units as possible so the others can lure away more or get back quicker. Sometimes the enemy units become so disorganized that the light cavalry can crush them one by one without losing much time.

    With missile cavalry, sometimes it is actually beneficial to do the same – charging and breaking away to lure the enemy away – rather than staying behind and raining arrows as is conventional. Imagine that you are facing 4 heavily armoured cavalry units per flank. The arrows can maybe kill 10 % of the flank force before they reach your battle lines and starts charging. Much better then to lure one of the enemy away, depriving him of 25 % of the force for the initial attack. That can be enough to give your flank of heavy cavalry units a clear victory on their side after which they can easily beat the lone straggler catching up with his comrades.

    1.2 Charging

    Charging is easy. Charging effectively is slightly harder. Charging effectively with so little casualties that the cavalry can be effective in the next and next battle is not so easy at all. It is one of the situations in game battles that require the most intense micromanaging.




    1.3 Charging cavalry frontally

    Cavalry have generally enormous attacking capability but mediocre defence. When facing enemy cavalry, it becomes a matter of who charges who first and hit the other at the better spot. Suppose you face three enemy units with three of yours. Both sides have one company of feudal knights and two lighter mailed knights. The mailed knights are notably weaker, but their charge is still powerful enough to seriously reduce the feudal knights.

    If both sides charge each other, everyone gets off a frontal charge at the enemy. If you are lucky or the ai very bad the enemy may keep walking and not get any charge. Let us hope that the ai is good enough to charge in time, otherwise the game gets boring.

    If you on the other hand charge with one company and succeed in engaging all three enemy units you will get off one frontal charge and the enemy 1 + ½ + ½ frontal charge. But all the enemy cavalry will have stopped and your two units held back will charge the enemy in the flank, inflicting massive casualties compared to charging at the front.

    Example: Team A deploy the knights in equal lines, 2x4 soldiers each. Team B deploy the centre consisting of the stronger feudal knights in a thin line, 1x8, stretching so far that the feudal knights will hit all of team A:s units (1). The B centre hits the foe and lose two units while also killing two. The two centres are engaged in a stalemate melee while the A flanking knights turn inward to the middle, beginning to envelop the B feudal knight (2). While A and B centres are steadily reduced to 5 units in the melee the B flanking knights hit their opposite numbers, not frontally, but at their unprotected sides killing 5 of each unit while losing only 1 themselves (3). Then B has won on the flanks and can envelop the A centre if it still holds.

    1)__________________________2)___________________________3)

    AAAA_AAAA_AAAA__________AA_AAAAAA_AA_____________AA_AAAAA_AA
    AAAA_AAAA_AAAA_________AAA_BBBBBB_AAA___________BABB_BBBBB_BABB
    ____________________________AAA________AAA____________BBBB_________BBBB
    ____BBBBBBBB
    ___________________________BBBB________BBBB
    BBBB________BBBB _________BBBB________BBBB
    BBBB________BBBB

    This is one of many ways to make the best of a frontal charge against a strong foe. The essential point is to turn the frontal attack at least partially into a flank attack (for you). Frontal attacks are often risky (=costly) but may be necessary to keep the centre units flank safe, or to quickly engage and thereby lock enemy forces to clear a path for others.

    1.4 Outmanoeuvring cavalry

    If you have the time and space, you may be able to hit all enemy cavalry from the side without having to face them frontally with any unit. Enemy cavalry chasing yours can be led next to another cavalry unit that charges them as they pass while the other turns around to fight. If the enemy cavalry breaks off the pursuit before that your “bait” can turn around and possibly attack their exposed back. If you fight in a wooded area, why not hide a wide semi-circle of riders among the trees and lure some unfortunate enemies into their jaws. An excellent start of the day.

    Enemy cavalry that has started charging move unusually fast, but also have trouble changing direction. If they chase your cavalry, turning sharply to the right or left may avoid the charge, especially if the enemy uses a narrow formation. Then your unit can turn around and fight on equal terms or escape. If your unit has superior discipline and speed it may even be able to turn and charge the enemy before they have picked up speed for another charge. Some units have everything to gain on this kind of scenario. The Norse war clerics are one example. They have heavy armour but no lances and low charge. Facing heavy cavalry like chivalric knights they are at a distinct disadvantage if the later are allowed to use their devastating charge. If that advantage is negated and they meet in melee, it is the clerics who have the upper hand with their armour crushing maces.

    Cavalry engagements quickly become a mess and it is difficult for reserve units to hit the enemy very good as friend and foe is mixed up. Consider withdrawing unit(s) caught up in the melee – they will lose some men doing that but not as much as the enemy when your reserve gets a clear shot for their charge. Or maybe not. Sometimes it is better to make a mediocre charge with reserves and continue the melee, such as when friend and foe is too mixed up and withdrawing will be too costly.

    1.5 Cavalry formations

    Forming up riders in the best way is a vital part of good cavalry commanding. There are not that many variations, line, square, column or wedge. The real trick is rather to know when to use what and when to take the time to reform, which depends on what mod you play and what kind of cavalry you have. Here are some basic tips:

    - Line formations are good for maximizing hitting power and to hit and engage as many enemies as possible (see above 1.3). They are bad for turning and easily penetrated.
    - Square formations offer great mobility as the unit has roughly as many soldiers on each side. They are good when you expect to be chased or need to move very rapidly in all directions.
    - Wedge formation is good for penetrating the enemy front but not much else. It is a compact formation so it is rather mobile, but very stretched out.
    - Column formations are more or less like the wedge, with a bit more hitting power. A possible use is if you want to charge and destroy a tiny bit of the enemy front like a single infantry unit, and then break through in that gap.

    1.6 Charging infantry

    The most lethal use of cavalry is without doubt to crash into the back of an engaged infantry unit. In those situations the battle has usually turned out well since the foe has been surrounded, but not always. Sometimes you need to charge and then get somewhere else quickly. The trick is to decide how deep you want your charge to go into the foes unit. If it goes too deep the cavalry will be bogged down and lose its cohesion – becoming vulnerable to enemies rushing in as support. If it is too shallow it will do too little damage. Hit the foe hard enough to achieve a rout or whatever effect you aim for, but not any harder.

    A cavalry charge against infantry has several visible stages. First the first line hit with their lances. Then they plunge into the infantry. Then the riders start thrusting with the lance, continuing to push back the infantry in most cases. If the enemy waver, perhaps only the first initial hit is necessary to make them rout. Going deeper in this case is just a waste of time, unless to continue to another target. As soon as you have achieved your goal order the cavalry right back to get out of the infantry formation. There will be plenty of time to catch prisoners after the battle is won. This is one of the situations where you may benefit from using a square rather than a line – being able to pull out quickly to face a new threat outweighs the lack of damage due to the shorter line.

    Charging infantry frontally can be done the same way as charging cavalry frontally described above, at least in theory. The biggest problem is that infantry formations are so small compared to cavalry. You need to make the first unit have a very narrow formation and not spread out after they have hit the foe lest they will stand in the way of the others. A variation is to have the first attacking unit form a wedge and aim for a gap in the enemy line and penetrate it. If the infantry turn to face that unit, they expose their flank to your cavalry charging next. If they stand their ground, your penetrating unit may break through completely and threaten their general, or attack the infantry’s flank and rear.

    If you have several cavalry units they may get into each others way if you send them at once against the same section of the enemy front. It is usually better to let one charge and hit, then withdraw it and send the next away, maintaining a rotation of charging. Withdraw the cavalry to the side, not right back, in order to get out of the others way as fast as possible. This requires lots of micromanaging and therefore lots of time. It is most useful against infantry with strong morale, in other cases it is often better to send everyone at once and remain in the melee for a time to break the enemies will by great numbers and constant pressure.


    Part 2, Infantry

    Spoiler Alert, click show to read: 

    2. Infantry

    Infantry comes in many forms and strengths. This section deals only with melee infantry, missile troops are described in a separate section. I will try to describe the most commonly featured types of infantry first and then address various basic tactics.

    Swordsmen, Macemen and other one handed weapons except spears
    Featuring everything from barely dressed tribesmen to the walking cans known as dismounted knights, these troops are mainly for use against other infantry. They usually have high defence deriving from the shield combined with armour and/or defence skill. They are ineffective against cavalry compared to other infantry. Armour piercing axes and maces generally have an edge over swords later in the game as more and more protection derives from armour rather than skill.

    Spearmen
    The basic anti-cavalry infantry, ranging from the puny spear militia to magnificent guard units. The spears have a bonus against riders but generally lower attack than other infantry weapons. Most spearmen carry huge shields, although a general lack of armour make most rather vulnerable to arrows anyway. Spearmen are generally useful for holding a line against both infantry and cavalry. Most are too weak to do well one on one against heavy cavalry, at least in open terrain.

    Two handed swords and axes
    With a generally higher attack and charge than other infantry, most of these units have a lower defence. In many mods they also have a bonus against cavalry. They are however among the most vulnerable to a cavalry charge and to missiles. As armour increases in the game, this infantry is gradually gaining on other infantry. In most mods they are effective against pikemen.

    Pikemen and halberdiers
    Generally appearing late in the game, these troops have fantastic defence abilities due to the long reach of the weapons and the phalanx/spear wall formation. They can keep much infantry and cavalry away from them in guard mode for quite some time. Pikemen have generally longer weapons and higher bonus against cavalry. Halberdiers often have better defence and pierces armour. Both can stop cavalry better than other infantry, but pikemen do it best. Halberdiers are generally better at killing the cavalry once they have stopped. Both are notoriously vulnerable to missiles since they lack shields and move slowly.

    “Eastern halberds”
    Some units like the janissary heavy infantry are armed with a halberd yet do not form phalanxes nor move slowly. They also charge decently. Their weapons works mostly like a two handed axe but seem to have increased range and better ability to stop cavalry when they brace. I have played with, and looked at these very little so I can’t say for sure.




    2.1 Overview

    The strength of infantry is its numbers and constant effectiveness, in the way that they do not depend on a high charge or good view of the enemy. Infantry fights well everywhere but thrive in settlements and woods since it protects against cavalry and missiles. The disadvantages are lack of speed and individual weakness, thereby being dependant on good order and cooperation between units. The infantry is usually relatively stationary in field battles, making up the centre and engaging enemy counterparts. As the game progresses they can fill a more and more active role as more advanced troops become available. Some factions posses’ strong and diverse infantry right from the start.

    2.2 Resisting cavalry early in the game

    My definition of early is before strong phalanx units appear that can stop cavalry in its tracks all alone. The only troops in that time that are good at absorbing a charge are usually spearmen. Spearmen are defensive infantry and work best when standing still and bracing. If you look at a unit of those you will see that they at first stand idle and relax, then, when the enemy closes, they raise their shields and spears to form a wall. That is when they become effective. I don’t know exactly but my guess is that some of their bonuses are tied to this bracing animation. Spearmen on the move who are hit are very vulnerable in comparison.

    First of all, you would want to make enemy charges as ineffective as possible. That can be done in a number of ways which all aim to reduce the number of riders that hit your men with their lance. There are often natural obstacles to take advantage of. Trees work great, bigger rocks can help also. If you fight close to settlements there is often a building or two. Buildings can be used to guard a flank or frontally to disrupt the enemy formation. Position your infantry a little behind a building and the foes cavalry will have to use a narrow space which means that riders will get in the way of each other.

    If you don’t have natural obstacles, there may be some cultural ones available. Siege units are actually a great asset in the field even when they cannot fire. Positioned in front of infantry they can block a big part of the passage, restricting cavalry to using narrow passages between them. More about these tactics below. Trebuchets and mangonels are often the best because of their size but take the number of artillery pieces per unit into account as well.

    Another way to reduce the impact is to make the target as small as possible. Forming schiltrom reduces the number of spearmen hit but also the number of riders being harmed by the spears. The same goes for all squares without supported flanks. Another option is to form a wedge of two units, pointing against the enemy. The wedge can hardly be hit frontally by more than one unit and the length of the formation makes it hard to outflank. The wedge will also be discussed in detail later.

    If you lack spearmen or similar infantry, run. Not away from battle, but to the side, try to escape the charge as much as possible. Run away from a line of obstacles to let the cavalry be trapped and disorganised, then back to attack them while their formation is stretched out and vulnerable. If you have much offensive infantry, like two handed axemen, you may be able to flank a cavalry unit chasing one of the infantry. Try to position your units so that cavalry units get in the way of each other and to surround them so they cannot retreat to charge again.

    2.3 Countering the cavalry early in the game

    Supposing you defend with spearmen, you will likely need a more offensive unit to complement them; otherwise the enemy will be stopped but not very damaged. Among the infantry, two handed weapons are good at this. They can rush in fast and deal huge damage with their large weapons. To maximise this cooperation it is a good idea to leave gaps in the line of spearmen, where the offensive infantry can rush in. They can of course go through the spear formation but it takes time and the cavalry may escape. There is also a chance that cavalry charges into the gaps, enabling you to trap them. Spearmen can also be used in offensive manner but they may need to be ready to absorb another charge and it takes some time to reform the lines.

    Once the cavalry retreats to charge again – which it typically will – you have the choice of following them to prevent them from charging again, or to reform your lines and await the next attack. Which option to chose depend on your troops (high proportion of offensive infantry or defensive) and on the battle as a whole. Perhaps you hold a very sound position or you need to check the cavalry to prevent them from attacking other more vulnerable troops. As the cavalry withdraw, it becomes a good target for missile troops, well worth a shot or two because their backs will be exposed.

    2.4 Fighting cavalry late in the game

    With the pikemen and elite spearmen becoming available later in the game your infantry can feel much safer. With pikemen it is absolutely vital that they absorb the charge in phalanx formation (have them stand still with guard mode and spear wall activated to make them form up) and are not flanked. Once they have been hit, deactivate guard mode to make them attack more and deal damage. Also send some offensive infantry or halberdiers forward to assist. Because pikes offer such good protection, other infantry can wait close to the front among the pikemen without much danger of being trampled.

    Other than this, the same basics as before apply. Pikemen should not be overestimated and late cavalry can have tons of armour. Use everything at hand to block their charge. If you make a square of spearmen or pikemen make sure the corners overlap each other. Although soldiers on the flanks sometimes turn to brace against flanking enemies the line as a whole will not do well when being flanked.

    2.5 Fighting infantry

    Actually all infantry can be good at something versus enemy infantry. Spearmen and pikemen are usually ineffective, but can at least hold the line for a while. Swordsmen excel at it and two-hander’s are good at flanking where they may spread out and to crack armour.

    …with pikemen
    Because pikemen can use the weapons of several of their ranks they are good at supporting other infantry. For example: positioning swordsmen with the first rank just before the first rank of pikemen combines the high defence of the swordsmen with the support and cavalry protection of the pikemen. The most extreme version of this that I know is probably to place gunners at the first rank. In one battle the enemy infantry (dismounted knights if I remember correctly) were unable to get past the pikes, which allowed for the gunners to reload and fire, routing them. Pikemen can also be good at attacking a small portion of the enemy front, where they can outnumber the enemy by being able to bring more weapons to bear (like in the battle of Leuctra in Greece between Sparta and Thebes). Overall they are effective against crowds of enemies like many engaged units in field battles and on crowded city streets. Always support them to keep their flank protected and counter anti-pike units if such exist.

    …with halberdiers
    More or less the same things apply here as for pikemen. Halberdiers are generally better against infantry than pikemen are, with more armour and attack. They are less effective as support units since they have shorter weapons.

    …with swordsmen and their like
    Easily the strongest overall, swordsmen can be used in many ways. They can defend or attack with equal ability and flank as well as penetrate. Their weakness is the short reach of the weapons which sometimes let spearmen and phalanx units keep them at a distance. Because they have generally high defence, they are very good at exhausting the enemy – holding the line for a long time, seeking to make as many enemy units as possible engage and tire rather than going offensive.

    …with two-handed swords and axes
    These troops can be rather different depending on what mod you play. Mostly, because of the slow attack speed, they do well in open areas where fewer enemies interrupt the attack. With good armour they can be very effective since it compensates for their lack of shield and defence skill. They are often very ineffective in crowded areas like when storming a gate or across a bridge, especially early less armoured versions. A good way to use them in the field is often to allow a more defensive unit to engage the foe and then send two-handers at their flank or at a gap in your line. Their charge can make it worth the time to position them well before striking, as with cavalry. In some mods they are especially good against pikemen.

    Against enemy infantry there is much less need to use obstacles and other ways to disrupt their attack. Depending on your strategy you may benefit greatly from these though. Higher ground is also great because infantry move slower and tire quicker than cavalry. First, decide if you want to defend or attack. By this I mean that when you engage the enemy foot soldiers, whether you come to them or they come to you, there are several ways of continuing.

    The complete defending is to simply hold the ground until enemies rout from exhaustion or some other troops can make an attack. Here is a situation where obstacles are very important. Your goal will be to engage as many enemy units as possible, with as few of your own and as little effort as possible. It is a good start to make the foe get in the way of each other and be stopped in bottleneck situations. That will reduce the number of soldiers who actually fight and do damage, but their whole unit will still be fatigued. The reduced intensity also means that you can use guard mode (see above) without risking great casualties. Using guard mode further helps conserving the strength of your men. Defensive units are of course best for this kind of tactic. Stretch out their lines as far as you can without risking a breakthrough in order to make them “catch” as many enemies as possible. Using a circular or pointed formation is often good for this, because the ai seems to have trouble with spreading out units properly, thus letting them get in the way of each other.

    Flanking the enemy is pretty much the same as with cavalry. The most notable differences are the weaker charge and slower speed of infantry. When you send infantry around an enemy flank, make sure they are formed up properly before striking the enemy side or rear. Infantry do not crash into other infantry like riders do, so they need a wide line in order to be effective and not have the majority of the soldiers forming deep but useless ranks. There are of course situations where a compact formation is desirable, like when you want to maintain mobility or in order to fend off cavalry. Because infantry cannot withdraw quickly, it is often best to send more than one flanking unit around. Then one unit can attack the enemy infantry and the other can cover its back against enemy reinforcements.

    Penetrating the enemy line is a manoeuvre where infantry can really shine. This way of attacking is usually associated with cavalry who are also good at it. However, when the cavalry get stuck among enemy troops they are very ineffective, but infantry handles that rather well. In the game the armies are small and one unit can get from one flank to another or to the centre in no time, making it very hard to penetrate the line and avoid being caught up by enemy reinforcements. Therefore infantry is good since it doesn’t suffer from stopping. The force used for this kind of attack needs both good anti-infantry units and preferably something that can deal with cavalry rushing in to reinforce the enemy line and dispose of generals bodyguards (who are often the main target of the attack). In these cramped situations pikemen and halberdiers work great, but watch their vulnerable flanks in the disordered melee. Two-handed weapons may have difficulties in the tightly packed formations but being effective against both riders and foot soldiers is a great asset, especially since the mass of enemy infantry surrounding the penetrating force will stop cavalry charges from reaching them.

    If you want to stand your ground but still use offensive infantry to great effect it is a good idea to have open areas in the line of spearmen or whoever is holding it. Both a lot of smaller gaps (like against cavalry, see section 2.3) or a few larger can be effective. Leaving a large gap allow you to lure enemy infantry into it and envelop it almost completely. The enveloped enemies will have much space around them, allowing your two-handers to be very effective.

    Example: Enemy infantry (E) deploys in a usual thick line. Allied spearmen and swordsmen (S) form a line with a large hole where offensive infantry (O) wait to strike (1). Both lines engage and the enemy infantry pour into the hole which is large enough to let them pass. Friendly reinforcements form compact formations to be ready to defend the flanks of the friendly first line and to cut off the penetrating enemy unit. The offensive infantry spread out to attack effectively (2). Both sides suffer casualties in the first line where units are reduced to three in each. Allied reinforcing S move in between the two penetrating enemy units and cut off the first of them while the offensive infantry attack from two sides and almost envelop it. One enemy unit is completely enveloped and will have at least one two-hander striking at its back. The second enemy unit is prevented from exploiting its breakthrough by flanking your first line.

    1)_EEEE_EEEE_EEEE_EEEE_______2)______________________________3) __EEEE_EEEE_EEEE_EEEE______EEEE______EEEE_EEEE___________EEEE_____EEEE_EEEE
    _____________________________EEEE_EEEE_EEEE_EEEE___________EEE______EEE_EEE __SSSS_______SSSS_SSSS_____SSSS_EEEE_SSSS_SSSS____________SSS_EEEE_SSS_SSS
    __SSSS_________SSSS___________SS______SS_____________________SSSS_E_SSSS
    ___OO_____OO_________________SS______SS_________________________OEEEO
    ____OO____OO_________________OOOO_OOOO_____________________OOOOOO

    The principle here is to penetrate the enemy lines to cut off a smaller part of the enemy army and then use local numerical superiority to quickly destroy it while keeping the rest of the enemy occupied. This can be done in many more ways and both cavalry, infantry and missile troops can find a way to make themselves useful for it.


    Part 3, Missile Troops

    Spoiler Alert, click show to read: 

    3. Missile troops

    3.1 Overview
    There are not that many variations of missile units in the game when it comes to weapons, but many modable factors influence their effectiveness. Therefore, it is possible to create a wide range of archers for example; some with good range, other with shorter range but better accuracy, some with good discipline and melee skills and so on. I will not go into detail about this since it differs so much between mods, just describe them based on the weapons.

    Archers
    The most common type of ranged unit, archers includes troops with the longest range apart from artillery as well as highest rate of fire. They can also have the ability to use flaming arrows. Archers typically deal low damage but fire fast, making them the best against lightly protected enemies. They can shoot decently above the heads of a friendly unit but need to stand a bit behind to be accurate. Sometimes archers are given the ability to lay stakes in front of them (see xxxxxx).

    Javelineers
    Javelins are often associated with cheap, light troops but in some mods very strong javelineers appear – typically with good melee skills as well. They have the highest damage and lowest amount of projectiles. They are also the best at shooting/throwing over a friendly unit. Javelins are generally very effective to weaken key enemy units like generals and elite melee units. Mounted javelineers are the bane of any careless general walking behind his army without enough protection. Short range and the relatively slow throwing animation make them ineffective against other missile troops.

    Crossbowmen
    Crossbowmen have nearly as long range as comparable archers, fire slowly and deal more damage. They shoot terribly badly above allies’ heads. These traits make crossbowmen have lot of potential but also make them hard to use effectively in large numbers. Crossbows are common among low and medium level troops. Low level crossbowmen tend to do much better damage than their archer colleagues, while few elite crossbowmen can match the elite archers. They have an edge over archers against heavy armour and pavise crossbow units generally have better defence.

    Gunners
    These (usually) late era fellows have much in common with crossbowmen. They have high damage, low rate of fire and trouble with shooting above allies. Gunners just have these abilities to an even higher extent. They can not shoot above allies at all (on flat ground) and deal huge damage and also frighten enemies. The first gunners, like the hand gunner, often have decent protection but later versions discard armour almost completely. Their fear effect compensate somewhat for the lack of damage when gunners need to use a compact formation – which means that only a few of them can shoot.

    3.2 Countering other missile troops

    Most battles have a skirmish “phase” where melee troops (at least ai ones) hold their position and let the missile units duel. This may well be the most important part of the battle since the loser will have to move or risk having his melee forces decimated by the victorious missile units – forcing him to attack uphill or in other bad positions. Sometimes the melee unit part of the army is so insignificant, either by being few or weak or slow, that the battle is practically a shooting duel. This context is important since it determines how much the missile troops can deploy for missile combat and how much they need to prepare to retreat when enemy melee units approach.

    For example, formations do a lot to win archery duels. The wider the line, the more bows or whatever you have can be pointed directly at the foe and used with maximum efficiency. The enemy also has less chance to hit your archers. Such a formation have trouble moving anywhere except straight forward or backward though, making it hard to withdraw the archers in time to prevent them from being caught up in close combat.


    Part 4, Skirmishing, terrain and marching

    Spoiler Alert, click show to read: 

    4.0 Approaching the enemy

    If you find yourself lacking any sort of plan to defeat the enemy army it is usually sufficient to just study their army composition for a while. This sounds, and is, obvious enough but nevertheless worth mentioning. When starting to play a new mod or maybe a new faction it can be quite confusing to know what to do with the masses of seemingly overwhelming foes. The kind of troops involved will dictate what kind of tactics your army can use and will need to use. The kind of terrain dictates in what manner (and sometimes if) those tactics can be used.

    4.1 Skirmishers and how to deal with them

    To start with, nearly all mods feature skirmishing types of units for most factions. By that I refer to units that by range, speed or other attributes have the ability to attack enemy units and withdraw or relocate before the “main body” of the armies engages in melee or a shooting duel. Missile cavalry are of course the most obvious with both great speed and a ranged attack. Foot missile units can work well too, especially in cavalry-unfriendly environment. Even melee troops can skirmish if they are quick enough to withdraw, though melee is often considered technically not skirmishing. An army that faces such units, regardless of whether it has skirmishers of its own, will have to deal with it in some way or suffer the consequences. There are some general ways to defeat or deflect enemy skirmishers that are similar in most mods.

    4.1.1 Missile superiority

    Foot missile troops with matching range are generally effective against skirmishers since they can spread out more and often have a more powerful attack than contemporary missile cavalry. Supported by cavalry and infantry they can annihilate the enemy vanguard rather effectively. A good counter if you have missile superiority (more powerful ranged units on the whole than your foe) and want to clear the field to let your melee troops manoeuvre without being disturbed. Obviously less useful if the enemy has artillery and bombards your army as they are shooting, or if the enemy army is advancing and you need to quickly form lines and start attacking.

    4.1.2 Chasing with cavalry

    At first glance it is the ideal counter-unit. What could be better than to catch up with the antagonists and force them to an honourable melee? Cavalry is often a key component when dealing with powerful skirmish forces. Against foot archers there is hardly anything more effective than trampling them with some quick riders and then be off. Every battle ai I have seen is notoriously poor at protecting foot archers in a skirmish situation. As useful as cavalry is, they are not always a recommended counter. First, they may not be able to catch light missile cavalry. Secondly, they may get stuck among enemy infantry and suffer unacceptable casualties. Third, and potentially most important, charging enemy skirmishers prevents you from charging more important enemy melee troops until your riders have regrouped. Therefore lighter cavalry is best because they can return and regroup quickly and are not as important in the following melee.



    4.1.3 Defensive actions

    Regardless of what kind of unit you counter with, it is beneficial to be able to choose what unit the enemy skirmishers use their array of pointy ends on. Javelin cavalry hurling at spear militia with their shields turned against them are not nearly as dangerous as when throwing at a marching general’s bodyguard. Position expendable defensive units where they can block the path to more valuable ones. The principle is exactly the same as in melee; let the enemy focus on one defensive unit and then counterattack with a more offensive one.

    There are situations when it is best to close in as fast as possible and get the skirmish phase over with. Once you have engaged the main body of the enemy and maybe killed their general the skirmishers are usually easily disposed of or caught. Unless you play Third Age TW and are chasing snagas with dwarf infantry. In any case, enemy skirmishers can pose a serious threat during the advance. Desert cavalry can seriously disrupt a company of mailed knights, for example. In this situation, just throw something at them to keep them away. Infantry, cavalry, missile troops, anything really. The point is not to deal any damage, just to force the enemy skirmishers to retreat so that your melee troops can advance without interference. Mercenary light cavalry are often useful in this role. An archetypical situation is a heavy crusading army from central Europe who face an Egyptian force rich in both archers and cavalry. The formers hired turkopoles can not hope to defeat the mamluk archers, but they can keep them away for a while and buy the knights some time to charge effectively.

    If you can do neither of this, perhaps you can find some trees, cliffs or even buildings to cover your advance. Have the companies at the front and flanks march in a spread out formation to minimize casualties. These things will make your force less ready for the melee – which is essentially the effect skirmishers are supposed to have – but perhaps you possess an advantage in melee strength that compensates for that.


    Part 5, Melee tactics

    Spoiler Alert, click show to read: 

    5.0 Melee tactics

    5.1 Local superiority

    When facing strong armies, the enemy will have an overall numerical and maybe qualitative superiority. If all units clash at once there would theoretically be no hope for your side. So, all tactics must offer a way to avoid that kind of situation. The first step is to find a way to split up the enemy strength. The foe does that by itself by deploying in a wide line – always a good start. The line can be divided into smaller parts, like cavalry flank – infantry centre – archers ahead of centre – cavalry flank. One part can be attacked for a small time without being able to receive help from the other parts. During that time and in that section of the battlefield your forces may be able to appear with superior strength. Cavalry is easiest for this kind of attack since they have great speed and charging ability.

    Just as each army can be divided into different parts, each battle with more than one unit on each side is made up of several smaller battles. It does not matter how gravely your side loses every other battle as long as it wins the one(s) that counts. That is usually the battle against the enemy general. Slay him and all lesser elements of the foe will rout, turning their local victories into nothing. This is often especially notable when defending against a superior army. The enemy will crush you within some time. During that time your forces must manage to kill the general or they will be drowned by the sea of enemy soldiers.



    5.2.1 The oblique order

    This is a historical tactic which in European history is credited to the ancient Greek general Epaminondas of Thebes. In the countless wars between the Greek city-states the battles were clashes between hoplite infantry in close order. Pitch some armoured sergeants against each other and you get the picture. The preferred battlefield was some place with protection for the flanks, such as a river or cliffs. Forces were more or less equally distributed across the line. Epaminondas invention was to pull soldiers into one of his wings, strengthening it on the expense of the rest of the line. When advancing with his strong wing, he kept the weak one back and defensive – hoping to win where his line was strong before he lost where it was weak. Combined with the Theban new longer spears the oblique order was a great success. It was adapted and refined by the infantry of Macedon who made good use of it in combination with missile troops and cavalry.

    Because the ai almost always distribute cavalry evenly between both wings, this tactic can be very useful in almost every mod. Gathering most offensive troops at one spot may allow you to create a functional attacking force that can match half the enemy army and defeat it before the other half arrives.

    Some ways to strengthen an offensive wing:
    - Concentrating all melee cavalry on that flank
    - Adding infantry that follow in the trail of the cavalry to keep the enemy centre from helping out and to attack engaged enemy cavalry
    - Adding missile troops to weaken the foe. Easiest if you fight mostly infantry. Crossbowmen and gunners are usually the best. Archers and javelineers are good too but shoot so well over troops that they might as well stay behind the main infantry.

    Some ways to strengthen a defensive wing:
    - Concentrate defensive troops that can last long on that wing.
    - Use schiltrom and phalanx formation to preserve morale and keep enemies away as much as possible.
    - Turn the wing toward your centre to make it harder to outflank
    - Deploy stakes to keep riders away
    - Roll out some siege weapons and abandon them to stop infantry. Deploy your infantry a bit behind and watch the enemy being prevented from bringing all his infantry to bear.
    - Position the army so that the defending wing is protected by trees or other natural obstacles




    Here is a simple schematic of infantry (I) with cavalry (C) focused on one wing. The enemy deploy infantry (E) it the centre and cavalry (EC) evenly divided between the wings.

    ___________EEEE_EEEE_EEEE_EEEE_EEEE_EEEE
    _____ECEC_EEEE_EEEE_EEEE_EEEE_EEEE_EEEE_ECEC
    ECEC_ECEC___________________________________ECEC_ECEC

    ______________________________________________CCCC_CCCC
    ______________________________________________CCCC_CCCC
    _______________________________________IIIIIII
    ____________________________IIIIIII_IIIIIII
    _______________________IIIIII
    ___IIIII_IIIIIII_IIIIIII_IIIIIII
    ___II

    The enemy has many more companies (18 vs 12) and more cavalry (the only offensive unit in this example). Our side has concentrated all its cavalry on the right wing. On that wing, and only there, we outnumber the enemy despite being grossly outnumbered on the whole. The right wing is also the first place where the armies will clash, while the left wings will be the last. The enemy right wing is unopposed by cavalry, but have a long way to go before it can outflank our infantry. Hopefully long enough to give our right wing time to reach and kill the general and then charge the back of the engaged enemy centre to rout them.

    Changelog:
    4/1 Added small section about countering skirmishers (chapter 4). Added the changelog.
    19/2 Added beginning of melee section (chapter 5)
    6/4 Added spoilers to make the guests contributions post more readable
    Last edited by Maltacus; April 06, 2011 at 05:15 AM.

  2. #2
    Ishiyumi no shashu
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    Default Re: Maltacus Guide to Field Battles

    Reserved for next post. If I get many comments about more tactics I will quote them here as a complement to my own guide.

    Iberia Auxilia wrote:
    Spoiler Alert, click show to read: 

    A tactic for defending against Heavy Cavalry using 'light' spearmen or light infantry:
    Some heavy cavalry such as Feudal Knights or Scholarii are very effective in charging against packed formations of infantry even spearmen. Schiltrom or Packed squares will not help you. Loose Formation is the best to face them. Loosely formed, the impact of charge will be minimized effectively. You can save more than 75 percent of friendly casualties. ASA the cavalry engage your spearmen charge them with your own cavalry in the back or bring more infantry from second ranks. Peasants and other light infantry are also excenllent in using this tactic. The main strength of this tactic lies in reserve troops and their maneuverability. When you face such HC, and you would fail to kill most of them before they charge head-on, it is best to use cheap troops as a screen. This screen will absorb charges, arrows, flaming missiles or explosive barrels. That way you can protect your main army from such shock attacks.

    Smokey Bacon wrote:
    Spoiler Alert, click show to read: 

    Playing as a western european faction I tend to try and get the enemy to charge my spearmen who are supported by some heavy infantry. Archers behind them too soften the enemy as they approach. I use my hevy cav to charge the back of their engaged units and pull out and charge again as often as possible. Use my light cavalry to take care of any missile units. If i have any javelins or crossbows i use them on whatever are the most heavily armoured troops which pose a threat. Missle cav i use to draw enemy units away while constantly peppering them with missiles.
    Vaultdwella wrote:
    Spoiler Alert, click show to read: 

    Firstly to add, I also find leaving gaps in own infantry formation (mainly spearmen) effective with crossbow units as support (in fact this is how I tend to handle the situation instead of using offensive type infantry. I tend to deploy crossbow units in thin; 2-row deep, "\/" lines to maximise LoS to enemy, this significantly improves the firing output of crossbow units and really takes advantage of their damage & armour piercing abilities.

    Example: (where E=enemy, I=Infantry, V=x2 crossbow units). The trick is to leave a gap(s) (depending on "epicness" of battle) just wide enough for the middle "E" units to get partially stuck (and therefore slowing their charge) on the ranks of the x2 medial "I" units. Because the AI loves to hunt down missile units they will always take the bait. In the "V" formation all crossbowmen have great LoS and are hard to charge (just sit back and watch them do their thing). *Note: The AI's cavalry are particularity drawn to charge "seemingly" exposed missile units so be prepared for the AI's General BodyGuard unit to charge in through such gap only to find himself at the wrong end of a crossbow bolt.


    E E E E E E E E

    _I_I_I___I_I_I

    _____\/


    Secondly, crossbow units in similar formations are also effective when defending your own gate in a siege.

    Thirdly, all my strategies/tactics tend to be heavily dependent on cavalry + missile units, and as such, my armies are heavily compromised of such units with cheap low tier Infantry units (mainly spearmen), acting as cannon fodder to hold up the masses until a more favourable tactical position develops.

    Lastly, a good thing is to use watchtowers on the world map. When you see enemy AI approaching try to occupy the nearest river crossing and fight your battle(s) at such crossings, I find in such situation best to give the AI 3-2:1 odds (depending on troop quality), to entice them to attack + to attain those great traits for your Generals and those heroic victories; don't worry you should still be able to decimate the AI with little casualties to your own force. Just make sure you place your army a little further away from the riverbank (but still close enough so that your missile units can reach them just at the junction where the river crossing reaches land on your side), & watch your missile units do their thing. When half the AI's army has crossed (before they can get into formation, charge them with your cavalry; just try to time it with your missile units to minimise friendly fire.
    Sitalkes wrote:
    Spoiler Alert, click show to read: 


    MTW II Battlefield Strategy Guide

    • Multi-army battles
    • Deployment
    • Formations and battle plan
    • Combat – dealt with in other MTW 11 strategy guides
    • Pursuit
    • Sea Battles
    1. Multi-army battles



    These are the options are available in multiple army battles.
    a) - you may be lucky and have a general who can do night attacks. Choose the night attack option and you only fight your commanding general's stack vs his commanding general's stack. After finishing him off, you can then make another night attack on another of his stacks, and so on. Note that if either side has more than one night fighting general he can bring on the armies they command, so if you have only one night fighter and your opponent has two, this strategy may result in you fighting two armies to your one!

    b) - you have a few partial stacks that add up to a full stack or less. In this case, you untick the box that allows full AI control on the reinforcements. Your general's army will start the battle alone but the other ones then come on as reinforcements, and as they appear you can click on each unit individually just as though it were in your army and order them to act accordingly. The reinforcements won't come on in dribs and drabs, they will come on at more-or-less the same time at the locations indicated before the battle starts (ie if one army was on your left on the campaign map, that's where it will appear in the battle)

    Note: you are only allowed to have three reinforcing armies on the battlefield. A fourth one will be listed as a reinforcement but won’t come on until one of the others is destroyed or routed completely off the field. Normally with four armies the computer will suggest that smallest army will be only partial AI control – this will allow those reinforcements to come on one unit at a time each time your commander’s army loses a units from the battlefield. If the combined total of all your armies is 20 or less units then none should be give AI control.

    c) - you have a full stack plus some others.
    (a) If you do not tick full AI control for the reinforcements, they will come on in dribs and drabs because they can only come on when one of your original units has routed off the battlefield and created a blank place to fill in your 20 possible army roster places.

    (b) If you do tick full AI control on your reinforcement armies then they will appear as indicated on the campaign map and you will get three choices - attack, defend, or shoot.
    i. Defend, which is the default, means the reinforcements will move towards the enemy but try to stay out of combat. If you are constantly having to tell an army to attack because it isn't doing anything, it may be because you have forgotten to switch it to shoot or attack mode.
    ii. Shoot - the reinforcements will switch to shooting formation and give priority to shooting. They will try to remain at shooting distance from the enemy. Note: this can be nasty for their general/captain as he may still charge out in front on his own and attack the enemy - getting good attributes if he survives!!!. You only get this option if you have troops that can shoot so you have to remember the contents of each stack so you can decide if this is a worthwhile option. Obviously it's not much use to choose this option if the reinforcements consist of ten heavy cavalry and one archer.
    iii. Attack - the reinforcements will attack. Hopefully their commander will be accompanied by some other units but if he is the only cavalry unit he still might go it alone. Sometimes even shooting units will attack rather than shoot in this mode, but this doesn't always happen if there is sufficient variety in the reinforcing army.

    When you choose a different attack, don't expect immediate results, as the AI often responds by reorganising into attack or shooting formation. After choosing the attack style, you can then click on the army and direct where it is to go. You can only control the whole army but you can direct it so don't just select "Attack" and wait for the result. In sieges, you can also change the formation of the attacking reinforcements before the battle.

    If you have several stacks, consider separating them into cavalry and infantry stacks if possible. Take control of the cavalry yourself as the AI is prone to charging cavalry onto spearmen. Also consider making the stack you control smaller in total size than the enemy army as if you win this will gain your general more points (possibly even get an "Heroic Victory") and if he is a captain he will be promoted via a "Man of the Hour" event. Yes it does take time for your reinforcements to join you but you can compensate for this by checking the location of the reinforcements on the campaign map before the battle and deploying your army nearest to them. So if the reinforcements are on your right, you deploy on the extreme right of the battlefield, closer to the back of your deployment area. You can sit and wait for the reinforcements to join you and meanwhile the enemy army may get a little tired marching to your position. Obviously it is best to get the reinforcements to appear behind the enemy and if that happens you march to meet the enemy as slowly as possible so the reinforcements can catch the routers.

    If you are fighting several enemy armies, it is best to try and beat the first army as soon as possible and then move onto the next. There is usually some time before the enemy reinforcements arrive for you to rest and re-organise so don't worry too much about being exhausted. Rush to meet them as fast as possible and try to occupy the high ground first. Use a refused flank strategy is best. It''s possible you may kill or capture the enemy main commanding general which will make all his reinforcements a little unhappy.
    2 Deployment


    Check the Strategic Map

    On the strategic map, you will have moved into contact with the enemy army on one of the brown dots next to it. This brown dot shows the approximate location of your army relative to the enemy. So if you attack from the centre brown dot, the enemy army is likely to be in the centre of the battlefield at deployment. If you attack from the right side dot, then the enemy is likely to be on the right side of the battlefield. Bear this in mind when you are deploying – if you expect to march onto the enemy then you want to be as close to him as possible when the battle starts.

    Battle speech

    Listen to all the battle speech, it often reveals some details about the enemy force, such as they have many spear men or that they prefer to use missiles.

    Weather – Delay the battle?
    Ensure that the weather suits your troops – if you are allowed to delay the start of the battle so that the mist or rain go away or start, then do so

    Terrain
    – Start the deployment. First look around your deployment area for ambush sites or raised terrain. You want to be on top of a hill or able to get to the top before your opponent. You may be able to hide troops behind a hill (don’t bother trying to hide your general) or in a wood. Usually you want to be on top of a hill and hope your opponent attacks you but sometimes the AI opponent will sit on its hill and wait for you to attack – you have to have a strategy in place to march to that hill eg along a ridge line. Stay on top of the ridges , not in the valleys unless you are planning an ambush or have a huge army and it doesn’t matter.

    3. Battlefield Formations


    Now you have scouted the terrain you know where you want to place your army and should choose your formation and battle plan. Your battle plan will have one of four basic types – refused flank, breakthrough, envelop, or ambush. Note that to maintain formation you may need to group your units after forming them up. I usually put my archers behind the infantry in two ranks and turn off skirmish mode and fire arrows. Put your cavalry into wedge during deployment.

    Artillery can nullify these formations because of its longer reach. Although artillery may not do much damage this is its real benefit on the battlefield – it gives you the initiative. If you have artillery and your opponent doesn’t, you can sit there and shoot at him without any damage to your own troops. This will force your opponent to come off his hill and attack you in your more favourable position. If using a refused flank strategy, the artillery should be placed on the refused flank so as to get as many shots in as possible, preferably firing diagonally across the enemy line. If your opponent has artillery you had best have some artillery of your own plus some light cavalry – one or the other can be used to attack the enemy artillery. Either way you may be forced to attack to escape his artillery fire.

    1. Refused Flank
    This is my favourite as the AI has trouble opposing it and it often allows you to defeat opposing armies twice your size. It has two variations. In the classic form you form up with your best troops in large numbers and well supported on one flank, well forward. Then you step back across the battlefield successive blocks of troops, the weakest being as far back as possible.
    (Enemy)
    nnnnnnnnnnnnnnnnnnnnnnn

    yy
    yy
    y
    y
    y
    y
    y

    This is the refused left flank and the idea is to get a mass of your best troops into action (in this case on your right flank) with superior numbers and quality against your opponent before the rest of your army becomes engaged. Hopefully achieving this local superiority will win the combat at that end of the line so that they can sweep into the enemy flank when the rest of your army gets into contact. Thus if the rest of your army is of inferior troops they will have the benefit of some routing opponents and flank support. The Greek general Epaminondas and Alexander the Great used precisely this formation to win their battles. They focussed on killing the enemy general and destroying his best troops, which is why they used the refused left flank rather than the refused right flank formation.

    The other form of this attack is used when you have an inferior number of troops to your opponent and you may be able to gain some terrain advantage by rushing to the top of a hill. It works best if the computer can’t see where you have deployed immediately. You know the computer will place its troops roughly in the centre of its deployment area. What you want to do is mass all your troops on the left in a small area as far to the front as possible, probably on the extreme left of your deployment area. Ensure they have a small frontage and are massed one unit behind the other in attack formation (ie not in columns). You want to be on your left flank because the computer places its weakest troops (especially those vulnerable to cavalry) on that side ie its right flank. When the battle starts, you RUN with all your troops to your desired position and hopefully get there first. From there you charge into the enemy – maybe downhill, maybe into their flank, but certainly with a local superiority of quality and numbers. You hope you can smash the first few lines of enemy troops and get them routing before they can bring up all their other troops. Also, you may be able to attack the enemy general as he is generally in the centre behind his line.

    (Enemy)
    nnnnnnnnnnnnnnnnnnnn

    (your entire army)
    yy
    yy


    3 Breakthrough


    (Enemy)
    nnnnnnnnnnnnnnnnnnnnnnn

    yy
    yy
    yy
    yy
    yy


    Here you are going to mass your best troops for an attack near the centre of the enemy line, punch through, and turn the flanks from the centre outwards. If you are the sort of person who prefers to deal with problems head-on and you have good attacking troops you may prefer this attack. This attack is going to cause casualties to your troops so only use it if you are sure of your superiority in the centre and/or you need to get to the enemy general quickly. This is the Roman strategy – smash the centre and don’t worry about the flanks. So mass your bowmen one unit behind the other near the centre, put your best troops in front and charge! If your flanking troops are inferior, try to hold back the troops on the flanks, so your army attacks in an arrowhead or wedge formation. I have not tried this attack as it will probably cause casualties and may allow routers to get away. However it does have the virtue of being simple to plan and execute – many things can go wrong with the other plans! Of course if you can deliver a sweeping downhill cavalry charge then go ahead.

    4 Envelopment

    (enemy)
    nnnnnnnnnnnnnnnnnnnnnnn

    yyyyyy
    yyyyyy
    yy
    yy
    yy
    y



    In this attack, you refuse your centre and try to sweep around the flanks with fast moving cavalry and/or infantry. If you don’t have sufficient flankers/cavalry for both flanks then you flank on one side only and combine it with a refused flank attack. You should remember that the AI usually places its best troops and spearmen on its left flank nso if you are going to line up with the computer you want anti-spear troops on your own right flank and more cavalry on your left side nthan your right side. You also want to have some troops that can match up to his best troops on your right side. You hope to kill his archers and general early in the battle, surround your opponent, and catch any routers. You are hoping to have flank and rear attacks so as to minimise your own casualties. In terms of total annihilation this is the best option. You can do this even if you have fewer troops than the AI because usually the AI will deploy in depth three units deep and that allows you to spread out in an overlapping line one unit deep.





    4: Ambush

    nnnnnnnnnnnnnnnnnnnnnnn

    ◄◄
    ◄◄
    yyyyyyyyyyyyyyyy


    If you can find a place off to one flank for some troops to hide – behind a hill or in a wood, set up some troops there to attack the enemy when they have engaged your front line. Don’t bother trying to hide your general or in mist. If they are in a woods, ensure they have the tree symbol showing on their card or they can still be seen. Sometimes a single tree will hide a whole unit.

    4. Combat

    This is dealt with quite well in other MTW II guides.
    5. Pursuit

    It’s very important to catch standard bearers and enemy generals and just to kill or capture as many enemy troops as possible. Any you don’t catch may come back to fight you in another battle. Ensure to keep telling your troops to pursue, and when you do, tell them to move to a location rather than attack. If they attack, they will often try to get behind the enemy troops to chase them thus letting them escape. If you move your troops to a location in front of the enemy so they will catch the passing routers this works a lot better.

    6. Sea Battles


    Although sea battles are automatically worked out, you can improve the odds. Firstly, if you have more than one fleet, don’t combine them. You will get better results if you use several fleets to attack the enemy fleet from as many directions as possible. Also if possible choose an admiral that has some experience or command stars to command the attack, even if his ship is inferior to the enemy ship(s).


    That’s the end of this guide.

    Ichon wrote:

    Spoiler Alert, click show to read: 

    Can still mention elevation and its importance. Even relatively small rises in an otherwise flat field make a difference.

    Only other thing I can think of right now is concentration of force doctrine makes even more difference in the cavalry battles. You can often use light cavalry to head on charge into enemy heavy cavalry- this stops the enemy HC charge and then bring in heavy infantry or something else to pin the HC- retreat the light cavalry who probably had 50% losses but are still effective to flank charge or run down routers. Meanwhile your own heavy cavalry can be rolling up enemy light cavalry and missiles/general. That negates impact of your enemies most dangerous units while preserving your own while still hurting enemy where they are weak.

    Then once your HC have won their fight they can roll onto the enemy HC which is still caught or just escaping being pinned and has suffered a few casualties as well and when they are defeated enemy infantry usually are easy to route. So even an enemy force 3x the size of your own can be defeated by actually fighting only enemy equal or even less than your own numbers. Since large portions of infantry will rout when general is dead and half the rest of their army is dead.

    Terrain and aggressiveness of the enemy play a role in how well such tactics work but vs AI being aggressive if not holding excellent terrain position usually pays off.

    Delyon wrote:
    Spoiler Alert, click show to read: 
    A lot of you referred to specific formations and tactics that gain an advantage in battle (such as the oblique order of attack). Rather than add to this I would like to describe the underlying principles that ALL field battles revolve around in MTW2.

    Armies that are deployed on the field of battle resemble a taut rope. Each composite part is placed and designed to fulfill a certain function so in a sense there is no "slack" (units that dont do anything and thus wasted). Most often this is a simple line:

    C_C_I_I_I_I_I_I_I_I_I_I_I_I_I_I_I_I_I_I_C_C

    What you want to do is twist and pull this "rope" so that weak points are created that make it easy for you to cut. Here are some example of twisting/cutting this rope.

    In the oblique order of attack mentioned above the enemy rush into the space given up which twists and pulls the 'rope' and creates a weak point (represented as 'X') that lets the second row of cavalry charge at. The creation of this point is the entire point of this strategy.

    _____________________EEEEEE
    ___________________X_CCCCC
    ____________EEEEEEE
    EEEEEEEEEEE_IIIIIIIIIIIII__CCCCC
    EEEE__IIIIIIIIIIIIIIIIII
    IIIIIIII

    Using this idea of manipulating the enemy line to FORCE weak points which can then be attacked can be illustrated with this formation:

    (AI= Assault infantry DI= Defensive infanty C= Cavalry E= Enemy)

    EEEEEEEEEEEEEEEEEEEEEEEEEEEE

    C_AI_AI_DI_DI_DI_DI_DI_AI_AI_C
    ____________C_C_____________
    ___________C_C_C____________

    In this formation assault infantry (swordsman etc.) is placed on the wings. When the armies engage troops in the local area will be drawn into their engagement area thus diverting troops from the centre. This then creates a weak point along the line for your cavalry in reserve to attack and breakthrough.

    This idea of the enemy being like a taut rope which can manipulated in order for it to be "cut" easily is thus fundamental to any consideration regarding strategy. On attack you want to use this idea to win and on defence you want to prevent it from happening.

    A second principle which is important to strategy is army cohesion and how it effects morale. A cohesive army that is arrayed in a solid formation is stronger that one unorganized where each component uni is doing their own thing. Therefore attacking an armies cohesion in order to bring about this chaos is a solid strategy when wanting to defeat the opponent in the field.

    The best units which can create and abuse a lack of cohesion in the opponent is cavalry. Cavalry based armies are not limited to fighting in conventional line-based formations due to their mobility. Horse archers in particular are a good example of this. They can go around the opponent and with sufficient numbers attack every flank of the opponent at once and fall back if chased.

    This diagram explains the principle of attacking cohesion:

    (CA= Cavalry archers, E= Enemy)

    ___________CA_______CA________
    _____CA___________________ CA__
    ________EEEEEEEEEEEEEEEEEE_____
    _____CA___________________ CA__
    ___________CA_______CA________

    In this diagram we see a conventional line moving downwards up against a cavalry army using its mobility to stay out of melee range and attack every flank of the opponent. The weakness of the line is that it only attacks in one direction. By attacking from every direction with mobile troops it disrupts this cohesion and goal by threatening an outflank with heavier cavalry that can now move to any point around the enemy position and attack (due to Cavalry archer cover). If units move to remove this threat by chasing the enemy cavalry the cohesion is disrupted allowing your other units to abuse the chaos by ISOLATING and surrounding the break away units:
    (CA= Cavalry archer, E= Enemy, HC= Heavy Cavalry)

    _____________CA________ CA_______
    ________CA___________________CA__
    ___HC______ EEEEEEEEEEEEEEEE
    CA_EE ________________________CA__
    ___HC_______CA________CA_________

    If the enemy stubbornly remain in line formation then Heavy Cavalry can do hit and run (charge and rereat) on the flanks and rear and with the constant arrow fire slowly bleed the opponent down. At some point cohesion will break and in the choas isolating and surround each element is key.
    Last edited by Maltacus; May 30, 2012 at 05:36 PM.

  3. #3
    Infinitexs's Avatar Kihei
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    Default Re: Maltacus Guide to Field Battles

    A tactic for defending against Heavy Cavalry using 'light' spearmen or light infantry:
    Some heavy cavalry such as Feudal Knights or Scholarii are very effective in charging against packed formations of infantry even spearmen. Schiltrom or Packed squares will not help you. Loose Formation is the best to face them. Loosely formed, the impact of charge will be minimized effectively. You can save more than 75 percent of friendly casualties. ASA the cavalry engage your spearmen charge them with your own cavalry in the back or bring more infantry from second ranks. Peasants and other light infantry are also excenllent in using this tactic. The main strength of this tactic lies in reserve troops and their maneuverability. When you face such HC, and you would fail to kill most of them before they charge head-on, it is best to use cheap troops as a screen. This screen will absorb charges, arrows, flaming missiles or explosive barrels. That way you can protect your main army from such shock attacks.
    Formerly Iberia Auxilia

  4. #4
    Ichon's Avatar Jū kihei
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    Default Re: Maltacus Guide to Field Battles

    Nice guide- only thing I would add is the extreme importance of elevation. Especially for missile troops but also charging cavalry and infantry benefit alot from charging downhill or lose some effect by charging uphill.

    The advice about turning sideways rather than 180 for disengaging cavalry is also something people often miss. It took me awhile to realize that.

    The only part I'm not sure about is your recommendation to disengage so quickly. Sometimes if your cavalry is being pursued by enemies its necessary but if you wait until your entire cavalry is engaged the shock of the charge lasts long enough that more of the unit can be eliminated with little to no losses. Of course the higher the quality of the infantry the more important to disengage quickly- especially against AP infantry but otherwise great guide.
    Last edited by Ichon; December 12, 2010 at 01:31 PM.

  5. #5
    Ishiyumi no shashu
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    Default Re: Maltacus Guide to Field Battles

    Thank you Ichon.

    Elevation will be part of another chapter about terrain and/or battles as a whole, coming later.

    I thought I had made it clear that I do not recommend disengaging soon or late as a general rule . Could you point out the part that gives the impression that I recommend disengaging quickly? I'll try to change it into something clearer.
    Last edited by Maltacus; December 12, 2010 at 02:46 PM.

  6. #6
    Ichon's Avatar Jū kihei
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    Default Re: Maltacus Guide to Field Battles

    Quote Originally Posted by Maltacus View Post
    Thank you Ichon.

    Elevation will be part of another chapter about terrain and/or battles as a whole, coming later.

    I thought I had made it clear that I do not recommend disengaging soon or late as a general rule . Could you point out the part that gives the impression that I recommend disengaging quickly? I'll try to change it into something clearer.
    "The most lethal use of cavalry is without doubt to crash into the back of an engaged infantry unit. In those situations the battle has usually turned out well since the foe has been surrounded, but not always. Sometimes you need to charge and then get somewhere else quickly. The trick is to decide how deep you want your charge to go into the foes unit. If it goes too deep the cavalry will be bogged down and lose its cohesion – becoming vulnerable to enemies rushing in as support. If it is too shallow it will do too little damage. Hit the foe hard enough to achieve a rout or whatever effect you aim for, but not any harder.

    A cavalry charge against infantry has several visible stages. First the first line hit with their lances. Then they plunge into the infantry. Then the riders start thrusting with the lance, continuing to push back the infantry in most cases. If the enemy waver, perhaps only the first initial hit is necessary to make them rout. Going deeper is just a waste of time. As soon as you have achieved your goal order the cavalry right back to get out of the infantry formation. There will be plenty of time to catch prisoners after the battle is won. This is one of the situations where you may benefit from using a square rather than a line – being able to pull out quickly to face a new threat outweighs the lack of damage due to the shorter line."


    These paragraphs made it sound as if most of the time very quick disengagement is recommended as cavalry usually has better things to do than waste time beating an already decimated infantry and that the cavalry is quite weak immediately. Usually even when the shock of the charge wears off- enemy unit card stops blinking- there are a few moments before counter attack starts in earnest and those few moments can usually break the unit if not already happened but it might cost 2-8 cavalrymen depending on quality of the infantry unit and defense of the cavalry.

    Nice to hear you plan on doing a terrain article as well. I'd say most of my battles are won more based on terrain and positioning then extremely well orchestrated battle tactics though sometimes I'm very precise. My problem is usually these days I play on 6x speed unless its a really lopsided battle where I have to slow down to even have a chance to win.


  7. #7
    Ishiyumi no shashu
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    Default Re: Maltacus Guide to Field Battles

    Ok, I think I see what you mean. If I remember correctly I didn't bother mentioning much about how some riders are devastating in melee as well since it is rather dependent on the mod and I probably thought it was too obvious as well.

    But now that I think of it, I could include some sort of guide to main cavalry types - like knights, plated super-heavy knights, lancers and so - and give recommendations based on them. Also add a cavalry melee section after the charging one (I always thought something was missing there). It will take some time though, I will need to play HRE or something after Christmas for inspiration .

    Perhaps I am a bit prejudiced by my fondness of light cavalry, especially cumans. My latest campaign was one long ego trip of my custom cuman warlord Maltatai, where every loss above a dozen was an embarrasing failure, so no melee there .

    EDIT: Have given the matter some thought today.
    If it goes too deep the cavalry will be bogged down and lose its cohesion – becoming vulnerable to enemies rushing in as support. If it is too shallow it will do too little damage.
    I can't think of any way to make this more clear. I mention the drawback both of going too deep and too shallow.
    Going deeper is just a waste of time.
    I'll try to specify that it is so in that particular situation.

    I'll come back to these considerations - what is worth doing and risking when and where and why - in the coming fourth chapter. Then charges and other things can be put in the proper context.
    Last edited by Maltacus; December 14, 2010 at 12:46 PM.

  8. #8
    Smokey Bacon's Avatar Taihō no heishi
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    Default Re: Maltacus Guide to Field Battles

    Playing as a western european faction I tend to try and get the enemy to charge my spearmen who are supported by some heavy infantry. Archers behind them too soften the enemy as they approach. I use my hevy cav to charge the back of their engaged units and pull out and charge again as often as possible. Use my light cavalry to take care of any missile units. If i have any javelins or crossbows i use them on whatever are the most heavily armoured troops which pose a threat. Missle cav i use to draw enemy units away while constantly peppering them with missiles.

  9. #9
    Zyzyfer's Avatar Kihei
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    Default Re: Maltacus Guide to Field Battles

    Firstly to add, I also find leaving gaps in own infantry formation (mainly spearmen) effective with crossbow units as support (in fact this is how I tend to handle the situation instead of using offensive type infantry. I tend to deploy crossbow units in thin; 2-row deep, "\/" lines to maximise LoS to enemy, this significantly improves the firing output of crossbow units and really takes advantage of their damage & armour piercing abilities.

    Example: (where E=enemy, I=Infantry, V=x2 crossbow units). The trick is to leave a gap(s) (depending on "epicness" of battle) just wide enough for the middle "E" units to get partially stuck (and therefore slowing their charge) on the ranks of the x2 medial "I" units. Because the AI loves to hunt down missile units they will always take the bait. In the "V" formation all crossbowmen have great LoS and are hard to charge (just sit back and watch them do their thing). *Note: The AI's cavalry are particularity drawn to charge "seemingly" exposed missile units so be prepared for the AI's General BodyGuard unit to charge in through such gap only to find himself at the wrong end of a crossbow bolt.


    E E E E E E E E

    _I_I_I___I_I_I

    _____\/



    Secondly, crossbow units in similar formations are also effective when defending your own gate in a siege.

    Thirdly, all my strategies/tactics tend to be heavily dependent on cavalry + missile units, and as such, my armies are heavily compromised of such units with cheap low tier Infantry units (mainly spearmen), acting as cannon fodder to hold up the masses until a more favourable tactical position develops.

    Lastly, a good thing is to use watchtowers on the world map. When you see enemy AI approaching try to occupy the nearest river crossing and fight your battle(s) at such crossings, I find in such situation best to give the AI 3-2:1 odds (depending on troop quality), to entice them to attack + to attain those great traits for your Generals and those heroic victories; don't worry you should still be able to decimate the AI with little casualties to your own force. Just make sure you place your army a little further away from the riverbank (but still close enough so that your missile units can reach them just at the junction where the river crossing reaches land on your side), & watch your missile units do their thing. When half the AI's army has crossed (before they can get into formation, charge them with your cavalry; just try to time it with your missile units to minimise friendly fire.
    Last edited by Zyzyfer; December 22, 2010 at 01:32 AM.

  10. #10
    Ishiyumi no shashu
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    Default Re: Maltacus Guide to Field Battles

    Wow, that's pretty much excactly how I use to combine crossbows and infantry lines. Quite funny to find such striking similarities .


    EDIT: Over 1000 viewers and hopefully readers! Yippiiiiee!
    Last edited by Maltacus; February 19, 2011 at 11:33 AM.

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    Sitalkes's Avatar Sōkō yumi
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    Default Re: Maltacus Guide to Field Battles, updated 19 February

    MTW II Battlefield Strategy Guide


    • Multi-army battles
    • Deployment
    • Formations and battle plan
    • Combat – dealt with in other MTW 11 strategy guides
    • Pursuit
    • Sea Battles


    1. Multi-army battles


    These are the options are available in multiple army battles.
    a) - you may be lucky and have a general who can do night attacks. Choose the night attack option and you only fight your commanding general's stack vs his commanding general's stack. After finishing him off, you can then make another night attack on another of his stacks, and so on. Note that if either side has more than one night fighting general he can bring on the armies they command, so if you have only one night fighter and your opponent has two, this strategy may result in you fighting two armies to your one!

    b) - you have a few partial stacks that add up to a full stack or less. In this case, you untick the box that allows full AI control on the reinforcements. Your general's army will start the battle alone but the other ones then come on as reinforcements, and as they appear you can click on each unit individually just as though it were in your army and order them to act accordingly. The reinforcements won't come on in dribs and drabs, they will come on at more-or-less the same time at the locations indicated before the battle starts (ie if one army was on your left on the campaign map, that's where it will appear in the battle)

    Note: you are only allowed to have three reinforcing armies on the battlefield. A fourth one will be listed as a reinforcement but won’t come on until one of the others is destroyed or routed completely off the field. Normally with four armies the computer will suggest that smallest army will be only partial AI control – this will allow those reinforcements to come on one unit at a time each time your commander’s army loses a units from the battlefield. If the combined total of all your armies is 20 or less units then none should be give AI control.

    c) - you have a full stack plus some others.
    (a) If you do not tick full AI control for the reinforcements, they will come on in dribs and drabs because they can only come on when one of your original units has routed off the battlefield and created a blank place to fill in your 20 possible army roster places.

    (b) If you do tick full AI control on your reinforcement armies then they will appear as indicated on the campaign map and you will get three choices - attack, defend, or shoot.
    i. Defend, which is the default, means the reinforcements will move towards the enemy but try to stay out of combat. If you are constantly having to tell an army to attack because it isn't doing anything, it may be because you have forgotten to switch it to shoot or attack mode.
    ii. Shoot - the reinforcements will switch to shooting formation and give priority to shooting. They will try to remain at shooting distance from the enemy. Note: this can be nasty for their general/captain as he may still charge out in front on his own and attack the enemy - getting good attributes if he survives!!!. You only get this option if you have troops that can shoot so you have to remember the contents of each stack so you can decide if this is a worthwhile option. Obviously it's not much use to choose this option if the reinforcements consist of ten heavy cavalry and one archer.
    iii. Attack - the reinforcements will attack. Hopefully their commander will be accompanied by some other units but if he is the only cavalry unit he still might go it alone. Sometimes even shooting units will attack rather than shoot in this mode, but this doesn't always happen if there is sufficient variety in the reinforcing army.

    When you choose a different attack, don't expect immediate results, as the AI often responds by reorganising into attack or shooting formation. After choosing the attack style, you can then click on the army and direct where it is to go. You can only control the whole army but you can direct it so don't just select "Attack" and wait for the result. In sieges, you can also change the formation of the attacking reinforcements before the battle.

    If you have several stacks, consider separating them into cavalry and infantry stacks if possible. Take control of the cavalry yourself as the AI is prone to charging cavalry onto spearmen. Also consider making the stack you control smaller in total size than the enemy army as if you win this will gain your general more points (possibly even get an "Heroic Victory") and if he is a captain he will be promoted via a "Man of the Hour" event. Yes it does take time for your reinforcements to join you but you can compensate for this by checking the location of the reinforcements on the campaign map before the battle and deploying your army nearest to them. So if the reinforcements are on your right, you deploy on the extreme right of the battlefield, closer to the back of your deployment area. You can sit and wait for the reinforcements to join you and meanwhile the enemy army may get a little tired marching to your position. Obviously it is best to get the reinforcements to appear behind the enemy and if that happens you march to meet the enemy as slowly as possible so the reinforcements can catch the routers.

    If you are fighting several enemy armies, it is best to try and beat the first army as soon as possible and then move onto the next. There is usually some time before the enemy reinforcements arrive for you to rest and re-organise so don't worry too much about being exhausted. Rush to meet them as fast as possible and try to occupy the high ground first. Use a refused flank strategy is best. It''s possible you may kill or capture the enemy main commanding general which will make all his reinforcements a little unhappy.
    2 Deployment


    Check the Strategic Map

    On the strategic map, you will have moved into contact with the enemy army on one of the brown dots next to it. This brown dot shows the approximate location of your army relative to the enemy. So if you attack from the centre brown dot, the enemy army is likely to be in the centre of the battlefield at deployment. If you attack from the right side dot, then the enemy is likely to be on the right side of the battlefield. Bear this in mind when you are deploying – if you expect to march onto the enemy then you want to be as close to him as possible when the battle starts.

    Battle speech

    Listen to all the battle speech, it often reveals some details about the enemy force, such as they have many spear men or that they prefer to use missiles.

    Weather – Delay the battle?
    Ensure that the weather suits your troops – if you are allowed to delay the start of the battle so that the mist or rain go away or start, then do so

    Terrain
    – Start the deployment. First look around your deployment area for ambush sites or raised terrain. You want to be on top of a hill or able to get to the top before your opponent. You may be able to hide troops behind a hill (don’t bother trying to hide your general) or in a wood. Usually you want to be on top of a hill and hope your opponent attacks you but sometimes the AI opponent will sit on its hill and wait for you to attack – you have to have a strategy in place to march to that hill eg along a ridge line. Stay on top of the ridges , not in the valleys unless you are planning an ambush or have a huge army and it doesn’t matter.

    3. Battlefield Formations


    Now you have scouted the terrain you know where you want to place your army and should choose your formation and battle plan. Your battle plan will have one of four basic types – refused flank, breakthrough, envelop, or ambush. Note that to maintain formation you may need to group your units after forming them up. I usually put my archers behind the infantry in two ranks and turn off skirmish mode and fire arrows. Put your cavalry into wedge during deployment.

    Artillery can nullify these formations because of its longer reach. Although artillery may not do much damage this is its real benefit on the battlefield – it gives you the initiative. If you have artillery and your opponent doesn’t, you can sit there and shoot at him without any damage to your own troops. This will force your opponent to come off his hill and attack you in your more favourable position. If using a refused flank strategy, the artillery should be placed on the refused flank so as to get as many shots in as possible, preferably firing diagonally across the enemy line. If your opponent has artillery you had best have some artillery of your own plus some light cavalry – one or the other can be used to attack the enemy artillery. Either way you may be forced to attack to escape his artillery fire.

    1. Refused Flank
    This is my favourite as the AI has trouble opposing it and it often allows you to defeat opposing armies twice your size. It has two variations. In the classic form you form up with your best troops in large numbers and well supported on one flank, well forward. Then you step back across the battlefield successive blocks of troops, the weakest being as far back as possible.
    (Enemy)
    nnnnnnnnnnnnnnnnnnnnnnn

    yy
    yy
    y
    y
    y
    y
    y

    This is the refused left flank and the idea is to get a mass of your best troops into action (in this case on your right flank) with superior numbers and quality against your opponent before the rest of your army becomes engaged. Hopefully achieving this local superiority will win the combat at that end of the line so that they can sweep into the enemy flank when the rest of your army gets into contact. Thus if the rest of your army is of inferior troops they will have the benefit of some routing opponents and flank support. The Greek general Epaminondas and Alexander the Great used precisely this formation to win their battles. They focussed on killing the enemy general and destroying his best troops, which is why they used the refused left flank rather than the refused right flank formation.

    The other form of this attack is used when you have an inferior number of troops to your opponent and you may be able to gain some terrain advantage by rushing to the top of a hill. It works best if the computer can’t see where you have deployed immediately. You know the computer will place its troops roughly in the centre of its deployment area. What you want to do is mass all your troops on the left in a small area as far to the front as possible, probably on the extreme left of your deployment area. Ensure they have a small frontage and are massed one unit behind the other in attack formation (ie not in columns). You want to be on your left flank because the computer places its weakest troops (especially those vulnerable to cavalry) on that side ie its right flank. When the battle starts, you RUN with all your troops to your desired position and hopefully get there first. From there you charge into the enemy – maybe downhill, maybe into their flank, but certainly with a local superiority of quality and numbers. You hope you can smash the first few lines of enemy troops and get them routing before they can bring up all their other troops. Also, you may be able to attack the enemy general as he is generally in the centre behind his line.

    (Enemy)
    nnnnnnnnnnnnnnnnnnnn

    (your entire army)
    yy
    yy


    3 Breakthrough


    (Enemy)
    nnnnnnnnnnnnnnnnnnnnnnn

    yy
    yy
    yy
    yy
    yy


    Here you are going to mass your best troops for an attack near the centre of the enemy line, punch through, and turn the flanks from the centre outwards. If you are the sort of person who prefers to deal with problems head-on and you have good attacking troops you may prefer this attack. This attack is going to cause casualties to your troops so only use it if you are sure of your superiority in the centre and/or you need to get to the enemy general quickly. This is the Roman strategy – smash the centre and don’t worry about the flanks. So mass your bowmen one unit behind the other near the centre, put your best troops in front and charge! If your flanking troops are inferior, try to hold back the troops on the flanks, so your army attacks in an arrowhead or wedge formation. I have not tried this attack as it will probably cause casualties and may allow routers to get away. However it does have the virtue of being simple to plan and execute – many things can go wrong with the other plans! Of course if you can deliver a sweeping downhill cavalry charge then go ahead.

    4 Envelopment

    (enemy)
    nnnnnnnnnnnnnnnnnnnnnnn

    yyyyyy
    yyyyyy
    yy
    yy
    yy
    y



    In this attack, you refuse your centre and try to sweep around the flanks with fast moving cavalry and/or infantry. If you don’t have sufficient flankers/cavalry for both flanks then you flank on one side only and combine it with a refused flank attack. You should remember that the AI usually places its best troops and spearmen on its left flank nso if you are going to line up with the computer you want anti-spear troops on your own right flank and more cavalry on your left side nthan your right side. You also want to have some troops that can match up to his best troops on your right side. You hope to kill his archers and general early in the battle, surround your opponent, and catch any routers. You are hoping to have flank and rear attacks so as to minimise your own casualties. In terms of total annihilation this is the best option. You can do this even if you have fewer troops than the AI because usually the AI will deploy in depth three units deep and that allows you to spread out in an overlapping line one unit deep.





    4: Ambush

    nnnnnnnnnnnnnnnnnnnnnnn

    ◄◄
    ◄◄
    yyyyyyyyyyyyyyyy


    If you can find a place off to one flank for some troops to hide – behind a hill or in a wood, set up some troops there to attack the enemy when they have engaged your front line. Don’t bother trying to hide your general or in mist. If they are in a woods, ensure they have the tree symbol showing on their card or they can still be seen. Sometimes a single tree will hide a whole unit.

    4. Combat

    This is dealt with quite well in other MTW II guides.
    5. Pursuit

    It’s very important to catch standard bearers and enemy generals and just to kill or capture as many enemy troops as possible. Any you don’t catch may come back to fight you in another battle. Ensure to keep telling your troops to pursue, and when you do, tell them to move to a location rather than attack. If they attack, they will often try to get behind the enemy troops to chase them thus letting them escape. If you move your troops to a location in front of the enemy so they will catch the passing routers this works a lot better.

    6. Sea Battles


    Although sea battles are automatically worked out, you can improve the odds. Firstly, if you have more than one fleet, don’t combine them. You will get better results if you use several fleets to attack the enemy fleet from as many directions as possible. Also if possible choose an admiral that has some experience or command stars to command the attack, even if his ship is inferior to the enemy ship(s).


    That’s the end of this guide.

  12. #12
    Ichon's Avatar Jū kihei
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    Default Re: Maltacus Guide to Field Battles, updated 19 February

    Can still mention elevation and its importance. Even relatively small rises in an otherwise flat field make a difference.

    Only other thing I can think of right now is concentration of force doctrine makes even more difference in the cavalry battles. You can often use light cavalry to head on charge into enemy heavy cavalry- this stops the enemy HC charge and then bring in heavy infantry or something else to pin the HC- retreat the light cavalry who probably had 50% losses but are still effective to flank charge or run down routers. Meanwhile your own heavy cavalry can be rolling up enemy light cavalry and missiles/general. That negates impact of your enemies most dangerous units while preserving your own while still hurting enemy where they are weak.

    Then once your HC have won their fight they can roll onto the enemy HC which is still caught or just escaping being pinned and has suffered a few casualties as well and when they are defeated enemy infantry usually are easy to route. So even an enemy force 3x the size of your own can be defeated by actually fighting only enemy equal or even less than your own numbers. Since large portions of infantry will rout when general is dead and half the rest of their army is dead.

    Terrain and aggressiveness of the enemy play a role in how well such tactics work but vs AI being aggressive if not holding excellent terrain position usually pays off.
    Last edited by Ichon; April 04, 2011 at 10:25 PM.

  13. #13
    Ishiyumi no shashu
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    Default Re: Maltacus Guide to Field Battles, updated 19 February

    About elevation, does anyone know if elevation effects are "readable" in some text document or something in the game? Are they hardcoded?
    Read, and add to, Maltacus guide to field battles!

    Zhidislavs Battle, a Battle AAR seen from the generals point of view - Completed.
    I Hate Late Era Bodyguards, a Battle AAR - Completed
    A Diabolical AAR - Completed
    Home to Midgard, a Third Age AAR about two dwarves, a spy and a diplomat - updated 6/4.
    Reviewed by Boustrophedon in The Critics Quill

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  14. #14
    Ichon's Avatar Jū kihei
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    Default Re: Maltacus Guide to Field Battles, updated 19 February

    Quote Originally Posted by Maltacus View Post
    About elevation, does anyone know if elevation effects are "readable" in some text document or something in the game? Are they hardcoded?
    I've never found a text doc talking about it. I think its hardcoded. IE- slower charge uphill, faster charge downhill, LoS(accuracy) and +attack for missile weapons are what seem to occur.

  15. #15
    canadian's Avatar Ashigaru
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    Default Re: Maltacus Guide to Field Battles, updated 19 February

    Hey Malt

    big fan of this thread, alot of your strategies I've used but never thought of on such a small level. Was wondering though if you could go more indepth on gaps in your battle lines, it makes sense in theory but it sounds difficult when put into practise, such as to the size of the gap and how to use a gap inconjucture with missle units.

  16. #16
    Ishiyumi no shashu
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    Default Re: Maltacus Guide to Field Battles, updated 19 February

    Hey Canadian,

    First, thanks a lot for your kind words. Secondly, this is indeed a thread and work that I have neglected in a most disgraceful way for too long. Partially because I lacked knowledge of pictures which I have now attained. Also, with summer comes more energy and more time to engage in noble pursuits such as gaming.

    Handling a mobile infantry melee - like closing and opening gaps and coordinating units - is indeed tricky. Not least because infantry is hard to move properly. I will try to explain it more by pictures when I finally begin the major overhaul and completion of this guide which I have thought of for several months now. Whenever that may be...

    In the meantime, here is a thread with a story by me, containing lots of pictures and illustrating some of the cavalry tactics I write about. In time, I will pick some pictures from there and post in the guide as illustrations.
    http://www.twcenter.net/forums/showthread.php?t=455763
    Read, and add to, Maltacus guide to field battles!

    Zhidislavs Battle, a Battle AAR seen from the generals point of view - Completed.
    I Hate Late Era Bodyguards, a Battle AAR - Completed
    A Diabolical AAR - Completed
    Home to Midgard, a Third Age AAR about two dwarves, a spy and a diplomat - updated 6/4.
    Reviewed by Boustrophedon in The Critics Quill

    Third Age Unit Cards Minimod

  17. #17
    Delyon's Avatar Sukauto
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    Default Re: Maltacus Guide to Field Battles, updated 19 February

    Firstly, great thread just felt like a few additions were needed.

    A lot of you referred to specific formations and tactics that gain an advantage in battle (such as the oblique order of attack). Rather than add to this I would like to describe the underlying principles that ALL field battles revolve around in MTW2.

    Armies that are deployed on the field of battle resemble a taut rope. Each composite part is placed and designed to fulfill a certain function so in a sense there is no "slack" (units that dont do anything and thus wasted). Most often this is a simple line:

    C_C_I_I_I_I_I_I_I_I_I_I_I_I_I_I_I_I_I_I_C_C

    What you want to do is twist and pull this "rope" so that weak points are created that make it easy for you to cut. Here are some example of twisting/cutting this rope.

    In the oblique order of attack mentioned above the enemy rush into the space given up which twists and pulls the 'rope' and creates a weak point (represented as 'X') that lets the second row of cavalry charge at. The creation of this point is the entire point of this strategy.

    _____________________EEEEEE
    ___________________X_CCCCC
    ____________EEEEEEE
    EEEEEEEEEEE_IIIIIIIIIIIII__CCCCC
    EEEE__IIIIIIIIIIIIIIIIII
    IIIIIIII

    Using this idea of manipulating the enemy line to FORCE weak points which can then be attacked can be illustrated with this formation:

    (AI= Assault infantry DI= Defensive infanty C= Cavalry E= Enemy)

    EEEEEEEEEEEEEEEEEEEEEEEEEEEE

    C_AI_AI_DI_DI_DI_DI_DI_AI_AI_C
    ____________C_C_____________
    ___________C_C_C____________

    In this formation assault infantry (swordsman etc.) is placed on the wings. When the armies engage troops in the local area will be drawn into their engagement area thus diverting troops from the centre. This then creates a weak point along the line for your cavalry in reserve to attack and breakthrough.

    This idea of the enemy being like a taut rope which can manipulated in order for it to be "cut" easily is thus fundamental to any consideration regarding strategy. On attack you want to use this idea to win and on defence you want to prevent it from happening.

    A second principle which is important to strategy is army cohesion and how it effects morale. A cohesive army that is arrayed in a solid formation is stronger that one unorganized where each component uni is doing their own thing. Therefore attacking an armies cohesion in order to bring about this chaos is a solid strategy when wanting to defeat the opponent in the field.

    The best units which can create and abuse a lack of cohesion in the opponent is cavalry. Cavalry based armies are not limited to fighting in conventional line-based formations due to their mobility. Horse archers in particular are a good example of this. They can go around the opponent and with sufficient numbers attack every flank of the opponent at once and fall back if chased.

    This diagram explains the principle of attacking cohesion:

    (CA= Cavalry archers, E= Enemy)

    ___________CA_______CA________
    _____CA___________________ CA__
    ________EEEEEEEEEEEEEEEEEE_____
    _____CA___________________ CA__
    ___________CA_______CA________

    In this diagram we see a conventional line moving downwards up against a cavalry army using its mobility to stay out of melee range and attack every flank of the opponent. The weakness of the line is that it only attacks in one direction. By attacking from every direction with mobile troops it disrupts this cohesion and goal by threatening an outflank with heavier cavalry that can now move to any point around the enemy position and attack (due to Cavalry archer cover). If units move to remove this threat by chasing the enemy cavalry the cohesion is disrupted allowing your other units to abuse the chaos by ISOLATING and surrounding the break away units:
    (CA= Cavalry archer, E= Enemy, HC= Heavy Cavalry)

    _____________CA________ CA_______
    ________CA___________________CA__
    ___HC______ EEEEEEEEEEEEEEEE
    CA_EE ________________________CA__
    ___HC_______CA________CA_________

    If the enemy stubbornly remain in line formation then Heavy Cavalry can do hit and run (charge and rereat) on the flanks and rear and with the constant arrow fire slowly bleed the opponent down. At some point cohesion will break and in the choas isolating and surround each element is key.

    hope this helps
    Last edited by Delyon; May 15, 2012 at 09:09 PM.

  18. #18
    Ishiyumi no shashu
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    Default Re: Maltacus Guide to Field Battles, updated 19 February

    Wow, I'm amazed people still read this. Thanks very much for adding to the guide, Delyon.
    Read, and add to, Maltacus guide to field battles!

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  19. #19
    irelandeb's Avatar Samurai
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    Default Re: Maltacus Guide to Field Battles, updated 19 February

    I found this interesting and helpful.

    I'd like to add a way to counter cavalry charges in the early period: one can buy a unit of peasants and put them in front of your infantry line, in loose formation two files deep. A cavalry charge will annihilate the peasants but preserve your infantry line, and you will have the advantage in meleé. Somewhat gamey but it works. It's also effective against enemy gunfire and skirmishers, the peasants will absorb a lot of the damage, although you probably need a higher density of peasants to protect your line completely against gunfire.
    Last edited by irelandeb; June 26, 2012 at 03:28 PM.

  20. #20
    Ishiyumi no shashu
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    Default Re: Maltacus Guide to Field Battles, updated 19 February

    And then what? With the later battle ai:s, the cavalry will pull out and charge again and again and when they do the peasants have fled. If you want to have a line of baits/fodder units I would advocate skirmishing archers who can retreat a little. Unless you micromanage the first line enough to move the peasants back and forth in time but if you have that time and attention to spare there are probably more effective methods at hand like luring the enemy out with light cavalry and so on.
    Last edited by Maltacus; June 29, 2012 at 10:08 AM.
    Read, and add to, Maltacus guide to field battles!

    Zhidislavs Battle, a Battle AAR seen from the generals point of view - Completed.
    I Hate Late Era Bodyguards, a Battle AAR - Completed
    A Diabolical AAR - Completed
    Home to Midgard, a Third Age AAR about two dwarves, a spy and a diplomat - updated 6/4.
    Reviewed by Boustrophedon in The Critics Quill

    Third Age Unit Cards Minimod

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