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Thread: Post deploy, pre battle - skirmish!

  1. #1
    TheRomanRuler's Avatar Campidoctor
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    Default Post deploy, pre battle - skirmish!

    I just got idea that makes skirmishers more useful: after deployment is over, there would be 5 minutes lasting skirmishing, and during that you could use only missile units, and PERHAPS light units, no re deploy becouse that was historically impossible. Missiles could anyway shoot those non-skirmish troops, so you are forced to take some skirmishers. Then starts the battle normally.
    Edit: hard to write with phone
    Last edited by TheRomanRuler; July 07, 2012 at 08:31 AM.
    Apologies for anyone who's message i may miss or not be able to answer

  2. #2
    cenkiss's Avatar Domesticus
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    Default Re: Post deploy, pre battle - skirmish!

    That would be very useless i think.You can already make a starting volley kinda play in game.

  3. #3
    MathiasOfAthens's Avatar Comes Rei Militaris
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    Default Re: Post deploy, pre battle - skirmish!

    You can already do that. Do force players to fight first with skirmishers. That stuff is suppose to come naturally.

  4. #4
    TheRomanRuler's Avatar Campidoctor
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    Default Re: Post deploy, pre battle - skirmish!

    But this would prevent people from rushing!
    Apologies for anyone who's message i may miss or not be able to answer

  5. #5

    Default Re: Post deploy, pre battle - skirmish!

    Seems sort of artificial.

    You shouldn't be able to prevent people from rushing at you only punish them for it. A main goal of skirmishing is to try to force them into making a charge from a weak position.

  6. #6

    Default Re: Post deploy, pre battle - skirmish!

    Light troops and cavalry were usually used to screen the deployment of the heavy infantry, once they were set then the commander might start with skirmishers or place them on the flanks, with the cav.

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  7. #7
    TheRomanRuler's Avatar Campidoctor
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    Default Re: Post deploy, pre battle - skirmish!

    in ancient times, battles were about facing enemy, inf vs inf missile vs missile cav vs cav. So they took long, and many times main force did not fight at all! Only after days of marching against enemy, if someone stops before facing enemy, starts skirmishing, and after day watching, skirmishing and possibly dueling, battles started, many times becouse sending reinforcements to skirmishers, becouse every skirmish victory increases morale of men. So skirmishing is vital part of ancient battles.
    Apologies for anyone who's message i may miss or not be able to answer

  8. #8

    Default Re: Post deploy, pre battle - skirmish!

    Roman battles were not about individual duels.

  9. #9
    Nimuro's Avatar Foederatus
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    Default Re: Post deploy, pre battle - skirmish!

    I do think light infantry should be reworked somehow since as it stands now, it's very much useless. Perhaps make changes to the campaign movement speed. Heavy inf and heavy cav the slowest, light infantry somewhat faster and light cavalry lightning fast.

  10. #10

    Default Re: Post deploy, pre battle - skirmish!

    Skirmishers were so weak in RTW because they weren't much faster than other infantry and were easily ridden down by cavalry. Units in formation first should move slow, second units wearing heavy armor should move a bit slower still. Meanwhile skirmishs should move more slowly than horses on open ground by more quickly in rough terrains so putting skirmishers in rocky ground, woods, etc would make chasing them off with only cavalry difficult to do and probably better uses for the cavalry. Peltasts and lightly armored skirmishers would then be a better answer to slingers and archers wearing 0 armor than cavalry.

    Hopefully in RTW slingers will have nearly inexhaustible ammo though perhaps they will be able to make it so slingers start with 30 ammo with decent attack(lead and perfect stones) and then when that is used the firing rate quadruples and attack value goes down as slingers scrounge for stones. It would make them somewhat of a permanent threat but also much weaker by the end of the battle. Would give a bit more value to them instead of getting maybe 5% enemy kills then basically useless the rest of the battle.

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