Unit proposals

1) Libyan Swordsmen/Liby-Phoenician Infantry
2) Carthage
3) mid game
4) Regular
5) Something between the Libyan heavies armour and chainmail. Sword (Falcata or Gladius) and a large oval shield.
6) Can be recruited from all Carthaginian African settlements.
7) http://books.google.co.uk/books?id=...v=onepage&q=libyan swordsmen carthage&f=false
8) The above source indicates that the Libyans may well have fielded swordsmen by the time of the second Punic war and this would fill a hole in the Carthaginian roster nicely.

Would also be nice to see the Liby-Phoenician Pikemen from various other mods (xc for one) added. Light pre reforms and heavy post reforms.
 
in the next version mabye there should be a lot of units imported from XC because XC has a lot of good and historical units.
 
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Afraid they are not exactly historically accurate...

You have to go beyond what there is actual archaeological evidence for imho. It's a game, and there has to be an element of "what-if".

If Carthage managed to stand up to Rome and survive for longer, there is no reason they shouldn't try to evolve their own citizens army.

This is also my argument for an elite phalangist for Bactria ;) The factions that historically didn't manage so well, are a bit lacking.
 
Carthage did manage to survive quite a bit and they did evolve their own citizen army on the eve of the 3rd punic war.
The result was a moderately well equipped levy phalanx and troops in the iphicratean style armed with sword and spear plus the usual civic cavalry.
While a good army for a city-state it was far from enough although they did manage to hold the might of a much bigger power for 3 years before falling.

As for Baktria, given their historic neighbors their evolution pointed out towards a more and more cavalry oriented army as a phalanx is of little use against nomads.
 
Sorry for my late reply.

Again you have to consider that Bactria might grow beyond their historical borders/challenges. Elite phalangites would be very useful if facing the seleucid heartlands or the ptolemies/greeks. You could make the recruitment of these troops dependent on the marian reform or ownership of Seleucia or what ever, but as I've said before it's just too limiting to confine yourselves to what was actually present historically - especially for cultures that didn't survive or develop so well.

The greek style carthage troops don't seem to be present in the game or is that the light civic infantry with xp-boost? Maybe an addition of these heavy skirmisher/light inf troops would fit nicely?
 
Hm, is this still active?

Just thinking...bow/sling units seem a bit..bland. There's little difference between various types, mostly they have different melee abilities, and those are usually unimportant. Almost all foot bow units got 7 missile attack, from common archers to Cretans and persian archers. What about some variation? Also, a point or two across the board in attack for 2 HP option wouldn't be bad, to balance it out a little.

And slingers, why do they all have armor piercing tag? A stone isn't exactly AP ammo. This tag should be reserved only for Kestros, Gastraphetes (those weapons were designed against armor), and maybe some elite slingers.

And finally...a little love for direct fire artillery? Just a bit...maybe, if possible, 3 launchers for ballistas/repeaters, 4 for scorpions.

Overall...the mod balance IMO drift toward infantry, a little love to combined arms wouldn't be bad.
 
Actually, there ARE spartan hoplites ingame. Tough guys, only unit with increased hitpoints that also has normal size.

BTW. I've messed with my units a bit, to rebalance the game a bit toward special units. I am playing with vanilla speeds and 2 HP, so I did a little rebalancing I thought was nescessary. Some special ranged units (Kestros, Gastraphetes, Cretans) got point or two extra attack, and double hitpoint units, that previously were only 3 hp, either got 4 hp or 3 hp and slightly increased unit size, but all also got increased cost, and 4 hp units got increased recruiting time (except Spartans, that went from 30 to 10 turns). Direct fire artiller got increased number of launchers, ballistas got 4, repeaters/scorpions 5.

If someone wants to give this a try, to help me balance it out a bit, I can upload the file. My XGM options are 2 HP, faster movement, fatigue on.
 
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I would love to see these units in game :

I know this game likes to take a couple of historical liberties to keep things fun compared to, say, XC. I like that XGM does that. But this is, I think, a bit much. There's a certain point where a unit would just get slaugtered because it's a bit too fantasy oriented.

My two cents. If you were adamant, you could try to mod them to be Spartan "berserkers" or something. Insultingly historical inaccuracies aside, it might be a bit interesting. Give them a huge attack but near to no armor or something...
 
I know this game likes to take a couple of historical liberties to keep things fun compared to, say, XC. I like that XGM does that. But this is, I think, a bit much. There's a certain point where a unit would just get slaugtered because it's a bit too fantasy oriented.

My two cents. If you were adamant, you could try to mod them to be Spartan "berserkers" or something. Insultingly historical inaccuracies aside, it might be a bit interesting. Give them a huge attack but near to no armor or something...

the Spartans are known to have been most powerful in discipline, so berserk-type units are no-no for them....

in the other hand, 300 style hoplites seems good :whistling and 300 of them should be capable to hold thousands of other troops, maybe 50 attack, 100 defense, and 10 HP :tongue::tongue::tongue:

sorry, cannot resist
 
How bout a special Hoplite for each city-states of Greece for example:
Unit Names - AOR
Rhodian Hoplites - Rhodes
Corinthian Hoplites - Corinth
 
How bout a special Hoplite for each city-states of Greece for example:
Unit Names - AOR
Rhodian Hoplites - Rhodes
Corinthian Hoplites - Corinth

This might happen. It's something I was planning to do, so if I get the urge to add some new units then city or region specific Hoplites are quite likely to happen.
 
Macedonian style pike unit for Carthage.
Polybius mentions Hannibal using pikes/sarissas against Romans.
 
I've been doing research for a R2TW mod and I had an idea concerning Hoplites in XGM. Scholarship tends to support both the overhand and underhand grips being used by hoplites as the situation dictates. Though the underhand was more common in the Hellenistic era.

How about giving them both? Have two identical spears on the model, one primary and the other secondary, duplcate the stats in the edu. Next assign them an underhand animations for the primary and the overhand animation for the secondary. We get a Hoplite who uses both styles as the situation dictates. He uses underhand most of the time in tight formations and overhand in loose formation or on city walls. I have even noticed occasionally troops in the same unit mixing the two styles. I personally love the overhand animation but it's less historically accurate, now we can have booth and be accurate about it.
 
The bug is that the hoplite switches between primary and secondary weapon randomly. I'am actually taking advantage of the bug using it to make the hoplite switch animations and not the weapon since the spear is both primary and secondary.
 
IIRC I tried this out way back when the overhand animation was first added, and it worked OK. As Maraxus says, using the same weapon with the same stats avoids most of the problems with having two melee weapons. I think the reason I decided not to do this was more about aesthetics; the way they switched between holds when marching and charging looked a bit odd.

I might try it out again and see how it goes.
 
I have a series of EDU's and DMB's in my data folders but no formal mods, just personal tweaks :)

Though I agree with DBH, the overhand is much cooler, I have become a historical accuracy stickler. The bug is that when a sword is the backup weapon they pull it out to charge which makes no sense.
 
Hi maraxus for imho, the overhand and underhand spear animation is quite good. Would it be ok if you teach me how to do it cause I want to change the hoplite in this mod using that animation of yours...I also don't feel the charging animation using sword...TIA!
 
This might happen. It's something I was planning to do, so if I get the urge to add some new units then city or region specific Hoplites are quite likely to happen.

HI Dime, I hope that you can still get to implement this features for new XGM update...Likewise would it be possible to review also some of the unit rosters for the latest XGM and get them in line or almost in line with the unit rosters in TWR2.
 

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