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  1. #1
    Mega Tortas de Bodemloze's Avatar Do it now.
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    Default To Defeat Infidel Crusaders...

    I give you the perfect weapon......Desert Cavalry{These stats/illustrations copied from Hogna's Marvelous archieves and ALL credit for them goes to Him/Her.}

    A squad of eight or more of these, preferably led by a General/FM can take out a Crusading General{s} and then retreat to live to fight again. Simpley use the FM/General as bait for the Crusaders then let your swift footed assasins do their work.

    This simple solution is availible to the Eygptian & Moorish Factions...

    Honga's archives may be found sticked at the top of this forum. If you have not seen it yet please check it out. It is an excellent sourse of knowelegde regarding units & buildings.






    Desert Cavalry Rate: 0
    Spoiler Alert, click show to read: 

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    The Desert Cavalry are a mixture of Moors and Arabs living in the arid and desert regions of North Africa and the Middle East. The heat of the desert makes armour unpopular with these men, but their loose-fitting robes give them protection both from the sun, and spent missiles or light blows. Armed with javelins these fast moving units are best against other light troops, or harassing enemy flanks where can stay out of harm's way. Armour upgrade
    Leather Tanner
    A Leather Tanner offers the most basic armour improvements to new and retrained units.

    Class and categorymissile cavalry
    Class, category

    SoldierDesert_Cavalry, 24, 0, 1
    Soldier model, Number of the soldier, Number of extras, Mass of the men

    Mountfast pony, elephant -4, camel -4
    Type of animal or vehicle ridden on and its effect

    Engine and Ship
    Siege engine or ship

    Attributessea_faring, hide_forest, very_hardy, can_withdraw, cantabrian_circle
    A miscellanious list of attributes and abilities the unit may have

    Formation2, 4.4, 3, 6, 3, square
    Soldier spacing side to side, Front to back for close formation, Side to side, Front to back for loose formation, Number of rankings, Formations possible for the unit

    Hit points1, 0
    Hit points of man, Hit points of mount or attached animal (Ridden horses and camels do not have separate hit points)

    Primary weapon7, 2, cav_javelin, 45, 6, thrown, missile_mechanical, piercing, spear, 0, 1, ap, thrown
    Attack factor, Charging bonus factor, Missile type, Range of missile, Missile ammunition, Weapon type, Tech type, Damage type, Sound type, Min delay between attacks, Skeleton compensation factor in melee, Weapon attributes

    Secondary weapon4, 6, no, 0, 0, melee, melee_blade, piercing, sword, 50, 1, no
    Attack factor, Charging bonus factor, Missile type, Range of missile, Missile ammunition, Weapon type, Tech type, Damage type, Sound type, Min delay between attacks, Skeleton compensation factor in melee, Weapon attributes

    Primary armour0, 2, 3, flesh
    Armour factor, Defensive skill, Shield factor, Sound type

    Secondary armour0, 0, flesh
    Animal's or vehicle's armour factor, Defensive skill, Shield factor, Sound type

    Heat and ground effect0, 0, 2, -4, -2
    Extra fatigue suffered by the unit in hot climates, Scrub, Sand, Forest, Snow

    Mental9, low, untrained
    Morale, Discipline, Training

    Cost1, 560, 260, 100, 75, 560, 4, 130
    Number of turns to build, Cost of unit to construct, Cost of upkeep, Cost of upgrading weapons, Cost of upgrading armour, Cost for custom battles, Limit in custom battle, Cost for punish

    Ownership factions
    The Moors



    Desert Cavalry
    missile cavalry
    Fast skirmishers with javelins, best used to harass enemy flanks and fend off archers.


    Egypt



    Desert Cavalry
    missile cavalry
    Fast skirmishers with javelins, best used to harass enemy flanks and fend off archers.


    Rebels



    Desert Cavalry
    missile cavalry
    Fast skirmishers with javelins, best used to harass enemy flanks and fend off archers.
    Last edited by Mega Tortas de Bodemloze; February 12, 2009 at 02:06 PM. Reason: grammar

  2. #2
    Senator
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    Default Re: To Defeat Infedel Crusaders...

    One unit of longbowmen would destroy a horde of desert cavalry.

  3. #3
    Mega Tortas de Bodemloze's Avatar Do it now.
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    Default Re: To Defeat Infedel Crusaders...

    Quote Originally Posted by Vince Noir View Post
    One unit of longbowmen would destroy a horde of desert cavalry.

    True, but If your an Infidel Crusader General you should tremble in your sleep at the mere thought of Desert Cavlary....
    Last edited by Mega Tortas de Bodemloze; February 12, 2009 at 02:08 PM.

  4. #4
    Gnostiko's Avatar Campidoctor
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    Default Re: To Defeat Infidel Crusaders...

    Have to agree; even though the Romans have their own decent cavalry I hated these guys. Thankfully RR/RC has reduced them to saner levels.

  5. #5
    LionQ's Avatar Civis
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    Default Re: To Defeat Infidel Crusaders...

    An army of a couple of Turkish Horse Archers or Turkomans is equally effective; and not just against Crusading armies. I've taken tons of settlements just by sieging them with 3 Turkoman units. The AI will sally forth from the fortress with a small garisson, which you shoot to pieces. Works against any small to medium garisson as long as there's not too much cavalry in it.

    You can also send one unit to the city square, controlling the city. The timer will make all enemy units retreat back to the fortress, which you can then just run down with the other 2 Turkoman units by having them melee-attack the retreating hostiles. Some might consider this bug abuse, though.




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  6. #6
    Mega Tortas de Bodemloze's Avatar Do it now.
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    Default Re: To Defeat Infidel Crusaders...

    Quote Originally Posted by LionQ View Post
    An army of a couple of Turkish Horse Archers or Turkomans is equally effective; and not just against Crusading armies. I've taken tons of settlements just by sieging them with 3 Turkoman units. The AI will sally forth from the fortress with a small garisson, which you shoot to pieces. Works against any small to medium garisson as long as there's not too much cavalry in it.

    You can also send one unit to the city square, controlling the city. The timer will make all enemy units retreat back to the fortress, which you can then just run down with the other 2 Turkoman units by having them melee-attack the retreating hostiles. Some might consider this bug abuse, though.
    Words of Wisdom. thanks for the Tip......+Rep

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