Having been a part of the Beta testing, there are a few points you might find valuable when fighting your battles in 2.6.
Missiles
Friendly fire from archers has been resolve or greatly reduced by archer being now more accurate.
Javelins and similar missiles like the pilum have now less effect when thrown against other unit frontally specially heavy protected infantry.
They have still great effect against lightly protected infantry or cavalry, but for best effect, factions relying on missile infantry like the romans need to resort to more movement from the cohorts finishing with deadly thrown missile/charge on the backs of committed infantry.
I that situation you can even sometimes get a nice rout out of them.
So in short to maximum javelin effect, move more and throw on flank or back if engaging heavy infantry. Work less with fire at will.
Have a nice battle.
Battle balance and Battle Mechanics
Battle balance has been done on medium, so you might want to keep on those settings before going to high. I think you will find it challenging enough.
As i had never played Rome before and mainly tested the Roman campaign i could not see great differences between 2.5 and 2.5 however:
AI units will usually have a good level of experience and present a good challenge in general. Elite units will be very hard to beat. Skirmishers and light infantry can be very effective when used on engaged infantry and against cavalry.
Testing non Roman factions i very much used the same setup i used for 2.5.
Cavalry remains important to the hammer and anvil tactics but movement of the infantry units is now more important to get optimal effect of the missiles.
In order to resolve issues with archers in 2.5, infantry had the shield upgraded so in essence infantry has now more defence stats. I believe that now a player needs to pay more attention to the details that can turn a slow grind into a steady rout.
The key essence is timing and avoiding a full encirclement of the AI army.
Most of the time my first priority is to drain energy from the AI.
I make them march towards me deploy a first line in guard mode and absorb the first charge of the enemy units. Now it's time to...wait.
I usually deploy in a double line or double phalanx if you prefer. So now as my first line is fighting the AI, my second will either reinforce the first or envelop the flanks. Nothing new here but the key is I have time. I don't need to rush my units, i need the AI to become tired while i move on the flanks, place my cavalry for rear charges move my archer/slinger units for optimal positions...Off course while this his happening i am loosing men on my first line, but that is the compromise.
As the enemy units become tired and exhausted and have probably committed his second line, I make my move.
I charge the flanks and rear of some units, fire with archers and slingers on others, trying to create the highest havoc possible.
I take the guardmode off for my first line and have them attack the enemy line also. By now i will probably have achieved a few routs and it is a question of time for the rest.
The Campaign and enemy stacks
On my tested campaign i have felt the AI behaving in a very agressive fashion, wich conbined with the revised economy has extended the the abilty of the AI of fielding balanced armies and recovering from losses . Thoug i havent seen massive stacks, the number of AI stacks can still be high, and having several factions at your borders cam become troublesome specialy in middle/late game.I order the reduce the effects of that situation and better my game experience i took the following steps:
Build fortifications. Having two or three factions invading your territory on a once a turn basis can become tiresome. Building forts that can limit the access to your territory helps managing the number of battles you have to fight each turn.
Defensive Campaigns. The second line of defence, mostly autoresolve battles over the AI stacks that besiege the frontier forts. Those armies are usually easily retrained. The objective of this is again managing the number of battle you need to fight each turn.
Ofensive Campaign. Now, this is what requires my full atention. Those are the battles i comand myself, leading my army into enemy land. Now, something i believe is important is RS2, is the size of your ofensive army. If i want avoid the grind that comes with invading with not enough resources, i will lead at least three to four stacks on my campaign. I will brigade and restack my units. instead of retraining, fresh units are levied and added to the offensive army.
To be continued





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