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  1. #1

    Default There are some questions about tactics?

    First, sorry for my english, i'm from Russia.

    My questions concern as RTW, and Barbarian Invasion.

    1. If you make double click on the ground behind enemy troop - than my troop runs and then collides with the enemy and the melee - fight is begin... Whether the enemy in this case receives a loss from "charge bonus", or not? I mean, whether similar attack by an equivalent to the direct instruction is to attack? Interesting for infantry and for cavarly troops.

    2. I wish to learn, which bonuses/penalties (in numbers! For example +2 to attack points) gets troops at :

    a) "Broken line" (It would be desirable to learn, when line it is considered broken and when there is no. ).

    b) when using "spesial abilities such as:

    shiltron
    shield wall
    tortuge
    war cries of barbarians, druids, etc.
    wedge formation
    guard mode
    loose formation
    skirmish mode

    c) What gives increase in numbers in depth in the troops?

    3. Whether it is possible as that to change formations for army like " a double line "? If yes, in what files it can be found?

    All my questions concern both to infantry, and to cavarly! And it is possible to find answers to my questions in what files of game?

    Thanks
    Last edited by Kirasir; July 07, 2006 at 06:50 AM.

  2. #2
    NobleNick's Avatar Artifex
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    Default Re: There are some questions about tactics?

    Quote Originally Posted by Kirasir
    First, sorry for my english, i'm from Russia.
    Welcome to the forum Kirasir!

    Good job on the English. Your written english is better than what I've seen from some Americans; and it is a whole lot better than my Russian!

    Quote Originally Posted by Kirasir
    My questions concern as RTW, and Barbarian Invasion.

    1. If you make double click on the ground behind enemy troop - than my troop runs and then collides with the enemy and the melee - fight is begin... Whether the enemy in this case receives a loss from "charge bonus", or not? I mean, whether similar attack by an equivalent to the direct instruction is to attack? Interesting for infantry and for cavarly troops.
    I don't own B.I.; so can not help you there. For RTW: I am not sure. I have asked the question myself and not gotten an answer that I considered both authoritative and satisfactory.

    Quote Originally Posted by Kirasir
    2. I wish to learn, which bonuses/penalties (in numbers! For example +2 to attack points) gets troops at :

    a) "Broken line" (It would be desirable to learn, when line it is considered broken and when there is no. ).

    b) when using "spesial abilities such as:

    shiltron
    shield wall
    tortuge
    war cries of barbarians, druids, etc.
    wedge formation
    guard mode
    loose formation
    skirmish mode

    c) What gives increase in numbers in depth in the troops?
    You are asking for hard numbers. Again, I have done an extensive search (in this forum and others) for the same data and have not been successful. I am currently in the process of generating hard numbers for some conditions; but have not yet gotten close to addressing the situations about which you are asking. I have yet to find hard numbers for such simple questions as: "What is the effectiveness of Legionary Cohort against Urban Cohort?" or "How much better are bronze sword archers than 'no sword' archers?" The very rough numbers that I do have are from my own research in custom battles.

    I do not know the answers to the rest of your questions.

    I know that wasn't very helpful; but I hope I saved you some time.

  3. #3

    Default Re: There are some questions about tactics?

    In reply to your 3rd question.It is possible to chabge the formation.on the bottom right of thr screen you will see a small eagle symbol.Click on it to bring up the Formation menu.i have added a pic with the eagle picked out with a red arrow.

    Push to test... Release to detonate.


  4. #4
    Vanquisher's Avatar Campidoctor
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    Default Re: There are some questions about tactics?

    To Question 1:

    No, troops will only get a Charge bonus when "Charging" the enemy. You will see this if you hover the mouse over the unit and here a battle horn go.

    To question 2:

    You may not be able to understand this, but will simplify if you don't:

    Clicking on an enemy unit causes your unit to go to charge speed once it gets close to the enemy unit. It takes 2 or 3 seconds to reach maximum charge speed (presumably from walking speed). A charging soldier makes immediate strikes against all opponents he contacts. Each time he fights a little momentum is lost. When sufficient momentum is lost, the charge ends and the soldier looses the charge bonus. (Note: we know now that running speed is above the momentum threshold for charge bonus. So, men moving at full running speed get the charge bonus if they contact enemy men.)
    Pushback:
    In an attack, the striker has a chance of pushing back his opponent which gives him a strong combat bonus on the next strike. Factors affecting the chance of pushback are: kill chance, advantage in supporting ranks, mounted vs foot. Charging cavalry always pushes back any foot soldier who is not facing him with a spear, pike or polearm. (Note: v1.1 patch altered spear, pike and polearm pushback so that charging cavalry has a chance to pushback these men even when they are facing the charging cavalryman.)
    Combat modifiers:
    Formations
    +3 atk, -3 def for wedge formation
    -2 atk, +2 def for hold formation
    Spear/pikes
    +1 def per rank (up to 2 for spear, 4 for pike)
    +1 atk per 2 ranks when not charging
    +1 atk per rank when charging
    No rank bonuses in trees
    Terrain
    +1 atk for camels in sandy desert
    -1 atk for camels in lush or temperate
    -2 atk, -2 def for cavalry or camel in trees
    Bonus to atk for being uphill (amount depends on height difference)
    Penalty to atk for being downhill (amount depends on height difference)
    Fear of camels
    +4 def for camels against horses
    +2 atk for camels against horses
    Positional
    +5 atk for flank attack
    +7 atk for rear attack
    +2 atk for charging into flank/rear
    +6 atk on the following combat cycle after 'pushing back' the enemy
    +5 atk when target squeezed too tight (example: bridge or castle gate)
    Exhaustion
    -2 atk when quite tired
    -3 atk, -1 def very tired
    -4 atk, -2 def exhausted
    -6 atk, -3 def totally exhausted
    Routing
    +4 atk against routing enemies
    -8 def if routing
    Armor Piercing
    atk bonus = (target armor - 1)/2
    (remove the contribution of the shield and horse to target's armor before making this calculation)
    Shield
    If striker hits target from the rear:
    +2 atk if target is footman with large shield
    +1 atk if target is mounted or footman with small shield

    **********************************************
    MORALE
    States
    Impetuous: 10 and above
    Steady: 2 to 14
    Uncertain: -5 to 5
    Wavering: -14 to -5
    Routing: Less than -6
    Rout point is -16 in MTW v1.1, and probably moved to -18 in VI for MP. Routed units will keep routing until their morale rises to -6 or above.
    Hitting the rally key pumps +8 morale into the unit.
    Impetuous units will pursue enemies for longer, and may disregard orders to hold position. #Some troop types may charge without orders.
    Uncertain or wavering units which are not fighting are less likely to charge, and those who are fighting are more likely to fall back.

    Negative
    Loose or disordered formation: -2
    Outnumbered 2 to 1: up to -4 (range = about 75 meters)
    Outnumbered 10 to 1: up to -12 (range = about 75 meters)
    Outclassed in quality and speed: modifies the outnumbered penalty.
    One flank threatened: -2 (range = about 60 meters)
    Two flanks threatened: -6 (range = about 60 meters
    Charged in flank: -4
    Infantry charged by cavalry in flank or while disordered: -6
    Charged in flank by unit hidden in forest: -8
    General's death (for first few seconds): -8 to all his units except highly disciplined units
    General's death (after first few seconds): -2 to all his units except highly disciplined units
    Routing Friends: up to -12 for seeing 2 equal or higher level friendly units routing. #Elite and disciplined units consider lesser types as 1/2 a unit for this calculation.
    10% of unit is dead: -2
    50% of unit is dead: -8
    80% of unit is dead: -12
    Taking casualties from enemy missle fire: -2 for a duration less than the reload of the firing unit (additional -4 for gunpowder weapons)
    Unit is very tired: -2
    Unit is exhausted: -6
    Unit is totally exhausted: -8
    Losing: Up to -8 (up to -14 if losing to cavalry)
    Skirmishing without ammo: -6
    Skirmisher pursued for a long distance by equal speed unit: -6
    Positive
    Two flanks protected: +4
    No retreat possible (usually castle sieges): +8
    No enemies around: +4
    Two enemies routing: up to +8
    Uphill Position: +2
    Winning: up to +6
    Unordered charge: +4 (such as when impetuous knights charge automatically)
    Outnumber Enemy 3 to 1: +4
    General's unit: +2
    Within 50 meters of general: +1 morale per command star
    Beyond 50 meters from general: +1 morale per 2 command stars
    Archer and xbow open fire range = 100 meters (2.5 tiles)
    Normal infantry marching speed is 1.68 m/s (speed 6)
    The v1.1 also gives sword infantry a +1 atk when fighting spears.

    (Where the exact bonuses you are asking for are displayed in the unit info window if you, pause and then double click on a unit, you will see a list of them. + some of the forations on BI are not here and i can't help you with those)

    You should find all the info above, although much comes from MTW, it is very similar to RTW.

    Hope you find this usefull
    Last edited by Vanquisher; July 30, 2006 at 01:45 PM.

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