Here you can show your screenshots
I'll start
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Here you can show your screenshots
I'll start
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Here are some action screens from new units, available in next version 4.0:
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cheers
credit for the units goes to ecozone
Some shots from a Florentine campaign I did a couple of months ago.
An unfortunate Milanese (front-centre-right of pic) receives the attention of two Florentine pikemen.
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Cavalry heaped in front of the pike wall.
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Tercio tactics. Two pike companies in the centre form a block. On each corner of the block hand gunners, arquebusiers, or crossbowmen. Usually, the hand gunners and crossbowmen on the rear corners with guard-mode on. Arqubusiers on the front corners with skirmish mode on. Behind is the melee infantry.
A stack has two tercios, along with cavalry and artillery.
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The two tercios attack uphill. They advance in stages. Each terico independently moves forward a short distance while the other provides fire support. It's important to use the 'group' function on the ui control so that they move as a unit and stay in formation. The artillery behind provides a constant bombardment through the gap left between them. The cavalry remain in reserve to scatter wavering enemy units and mop up units in flight.
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A direct hit from the artillery positioned between the tercios.
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Last edited by Theramines; April 20, 2014 at 07:03 PM.
Deadly. I've been trying to work out effective pike and shot tactics for years. It's been a real puzzle how to use hand gunners and arquebusiers to best effect without losing so many of them every battle. This 'lobster' formation seems to work best, so far.
I should add that the pikes are in guardmode and pikewall on. After a few seconds of melee contact switch guardmode OFF (leave pikewall on) and watch the slaughter. Occasionally switch guard mode back on to reorder their formation, then off again to continue the slaughter. (Also, take pikemen off guard mode and pikewall off if you want them to run somewhere, otherwise they walk slowly and steadily).
Tried and true method. I just try to minimize cavalry losses because the cavalry of Florence isn't strong, while the mercenaries are expensive and difficult to replace.I attack them with my cavalry from behind
Wow! How many fought in that battle? What was the result?
I have a cool one here of my milanese pike block taking on a large rebel army. It's just a shame that the troops don't hold formation properly when they march :c. The mod is still my favourite though .
Three turns in :o. Blitzing rebel settlements seems to be the best way to go early game even if I've kinda dug myself a hole in regards to the bankruptcy situation.
Hey Disloyalheretc, have you tried the group function to keep your formations together? Apologies if you already know, but if you put a few units together then group them, they will maintain their formation reasonably well as long as you walk them.
I love the combined arms tactics of pike and shot battles, especially tercio tactics, but it wouldn't be practical to attack without the group function to keep units in formation.
I use the group and defend functions for my formations, yeah. It's just that Total War can't handle anything more complex than formations like "three consecutive lines" and even then unit movement is wonky... Here's a picture of a perfectly formed block I've just been testing. Moving it just turns it into a massive blob, alas. The problems are compounded by having multiple facings for the phalanxes...Spoiler Alert, click show to read:
It works well too! Except for the micro required to slightly reposition units as they get depleted by combat. @Neadal, imho the best way for having true combined arms in a game would be to have units made up of multiple types... I think a lot about Renaissance tactics and suchlike for my pet project, a design document for the perfect game :3. Such a unit would function as a single unit card with multiple facings (for pike square functionality) but you'd have buttons to press to "order musketeers to centre/fringes" and "order zweihanders to attack" and suchlike but that's not something seen in any total war game before or since :p. Anything you do is welcomed of course - it can only improve the mod even more .
That column of doom! I'd imagine that that column would have been extremely difficult to create in real life: only well-drilled professionals could have done it. Under the stress of battle it would have probably crumbled, like in the game. If one or two artillery shots were to hit it...the carnage! Has it ever been hit by ranged fire?
I like your ideas about multiple arms units, DisloyalHeretic. CA, in my opinion, should do Renaissance TW (But NOT on the Warscape engine. And no magic fleets, magic torches and...etc).
Neadal, I think new group formations would be an excellent idea, if possible. Another idea, which I know can be done, would be start deployment formations (I'll see if I can learn how to do that and make a sub-mod).
Another thing I noticed is that the AI artillery targets enemy artillery first. Probably hard-coded, but maybe it should target the greatest mass of troops, or the biggest formations?