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Thread: ATW-Guide: Units

  1. #1
    swabian's Avatar igni ferroque
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    Default ATW-Guide: Units

    I decided to start some guides. I will write more if i have the time and hopefully other ATW Members will help.


    I'd like to start with the units and their tactical purpose.

    I. Wulfbyrnan, Hraefnhelmas and the other berserker types




    The Wulfbyrnan are shaman warriors dedicated to Wodan/Wotan/Woden/Úuodan/Odhinn/... hence the necessary construction of the corresponding cultistic place of worship. Germanic special units are only available at the last level of the respective 'temples'. It takes 20 rounds in total to do the necessary constructions (and gives other bonuses in the mean time). Another supposition is, that it takes a while until these temples can actually be constructed. Hence the capacity to recruit these extreme elite warriors is restricted to occur in relatively late phases of the game, BUT there are constantly randomized reinforcements arriving from the mainland. Somtimes they are led or escorted by the Wulfbyrnan.

    They are actually berserkers, but tactically very cunning and highly trained in close combat arts. So it wouldn't be realistic to give them the berserker attribute, but their stats are the highest of all units in allmost all melee-relevant cathegories.

    Wulfbyrnan that arrive from the mainland cannot be refreshed at the start in case they suffer losses, hence they should be used carefully. They are perfect to drive off skrimishers, as they can fight in a very loose formation and pose a difficult target also due to their heavy armor. They will effectively hunt down any type of skirmisher infantry, as there is none that has comparable stamina or combat skill. They are also suitable for flanking, when the main bulk of the enemy infantry is bound by your own levies. Just keep them away from any type of cavalry. Even light skrimisher cavalry can harm them badly, which is a weak point.

    The other type of berserker, like the Hraefnhelmas or Penboethiaidyr (christian fanatics) have the berserker attribute. They are rather acting as the typical fire-and forget weapons. Especially the Pictish Thomordaoer and the Hraefnhelmas are best used against small groups of enemy elite infantry, while they tend to be overwhelmed by masses. They also have powerful javelins which they throw over very large distances. It is recommended to let them throw two volleys of javelins before letting them go frenzy. Rastriagha and Penboethiaidir are cheaper and more available. They can cause heavy losses against units that are far more expensive as they are themselves. They are also very good for flanking maneuvers, because one doesn't have to control them when they reach their flanking positions (simply activate the berserker function).
    The berserker script renders a unit very different to other elites. The attack values of berserkers are generally kept low, because this terrible script is difficult to control, but i'm quite satisfied with the result. A unit of Wulfbyrnan, which are technically no berserkers, would probably lose against Hraefnhelmas (also due to the slightly higher numbers of the latter), but they are better against masses of regulars or levies than Hraefnhelmas. A unit of 24 Wulfbyrnan could whipe out 200 Aulue without suffering significant losses for instance, meanwhile Hraefnhelmas will most likely get overwhelmed by masses of levies. Wulfbyrnan can also be used perfectly for ambushing, etc. However these warriors do not substitue each others function. Usually every unit type has its individual purpose.


    More will follow.
    Last edited by swabian; September 09, 2006 at 12:03 AM.

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