Shock troops supported by heavy infantry, prefferably with shield-wall. Place the shield units as an anvil in an easily defended position and position the 2h's so they can surround the attacking enemy and take them in the back.
2-hand weapons were used against heavy armor, as one-handed bounced on: 2-handed should be AP weapons.
> > Divide&Conquer submod user, playing RealmOfLothlõrien (ThirdAge mod). < <
My small products here.
As has been said already, they make excellent flankers and shock troops. They're also useful for looking scary. If you're like every other modder out there, you like to, well, mod things. Add the trait to your two-handed units which makes them scary to units around them and you've turned them into effective terror weapons whos charge can break lines. Voila, you've given them more depth on the battle field while not straying so far out of the realm of plausibility,
"2-handed should be AP weapons"
And they are, except for swords.
Yea, I don't use sword two handers Unless there's a rebel settlement/army and I want a flashy battle, then I'll throw them in
Of course, no weapon should have AP at all, but that's another story.
Okay Eldar units don't count, they're good against any unit you put them up against I don't care how cool the BD are, their recruitment cost doesn't pay for their battle ability, since all they're really useful for is flanking and taking out fodder units. That's why I keep cavalry But I always keep at least one unit if I plan to seige as my wall-clearers.
With Silvan Elves, after a general's bodyguard has used all it's arrows, I send them in as two-handed infantry unit. They are some of your best early units.
2h wep users (especially 2h swordsmen) are shock troopers (like berserkers for Isen) they are used in sync with your frontline troops (1h wep w/ shield) who hold the enemy in place while you move around to the flank and charge into the enemy and cut them to pieces. simple.
I don't know that I agree with that. Historically, there were definitely weapons that were designed and readily utilized to minimize the protection afforded by armor and inflict great injury despite the fact that the target was armored. Granted, I'm not saying that fully half of the injury (which would have occurred to an unarmored body) bypassed the armor, but certain weapons were certainly used to inflict greater damage to an unarmored opponent.
Or are you referring to a strictly in-game standpoint?
You mean to an armoured opponent?
I am cooking up a system that dispenses with AP (although I think it might still be needed for the estoc and the war hammer), and I'll put it up for review in the SS forum.
Weapons that were designed to defeat armour were heavy at one end in order to transfer more energy to the body of the enemy. All that means is a bigger attack number. The hard part is balancing that with defense stat and attack delay and animation.
I'm aware of the physics behind the weapons, and why they were effective at defeating armor.
I suppose boosting the attack number would be a decent substitute, but I have to ask why you want to do it that way. The requisite balancing seems overly complicated.
Two Handed swords in TATW are some of the most fun units you can play with.
I mean, have you seen Isenard Beserkers vs Olog Hai?
Forward, march!
It would not be a decent substitute - it would be the correct way of doing it. It's slapping AP on weapons that's the easy way out.
"I have to ask why you want to do it that way. The requisite balancing seems overly complicated."
Because I like things to be as good as possible.
What does removing ap make better if there is no difference in the actual battle?
Of course there is a difference.