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Thread: Roman formations and cavalry charging.

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  1. #1
    Elianus's Avatar Ordinarius
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    Sep 2010
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    Athens,Greece
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    760

    Default Roman formations and cavalry charging.

    Let me begin by thanking you all for the amazing work you have done. I cannot go back to playing Attila with any other mod (or, God forbid, vanilla).
    I have a few questions: 1. The roman general's bodyguard infantry unit does not have the shieldwall ability (or testudo, if memory serves). Is this intended?
    2. Can shield wall and testudo be used together or do they break the game? I mean, do the bonuses add up?
    3. Should defensive testudo be used against infantry or nah?
    4. Is there any way to decrease cav losses during pullback? Right now it is impossible to do it without suffering extreme casualties, even for cataphracts.
    5. Would you consider increasing cav charge effectiveness? I find it weird that even a heavy unit armed with swords suffers so few casualties from a cataphract charge.
    Last edited by Elianus; August 11, 2015 at 10:55 AM.
    ''Πας μη Έλλην, βάρβαρος.''

  2. #2
    Maximus183's Avatar Senator
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    Oct 2008
    Location
    Magna Scandinavia
    Posts
    1,002

    Default Re: Roman formations and cavalry charging.

    1. Probably not. We'll fix it for the upcoming patch.
    2. Yeah should be fine. I so it all the time. Not sure if it adds upp though.
    3. Works quite well. Something I also do a lot myself.
    4/5. I've noticed the same thing. Cavalry are some of the most ed up units in vanilla, stat-wise. Fixing them is a bit of a process because of this do we're still working at finding a good balance. We'll see if we can do something about it for the patch.

  3. #3

    Default Re: Roman formations and cavalry charging.

    Taking cavalry out of formation to pull back usually helps save casualties (or at least it used to).

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