As the titled said how do you guys use Javelinmen and Archers. I tried to use them to flank A.I opponent from behind but i cant see them racking up kills like some other people claimed. So any suggestion?
As the titled said how do you guys use Javelinmen and Archers. I tried to use them to flank A.I opponent from behind but i cant see them racking up kills like some other people claimed. So any suggestion?
Which units are you using, and what are you attacking? The weaker archers won't do much against well armoured troops, in my experience. However, units like Cretans will butcher almost everything that they face, as long as you can avoid their shields.
As Mark of Calth said, it really depends on what you are using against what. In general, I think that missile units are well balanced (I have been using Kam's battle mod for a while; not sure how regular DeI is), but you have to know what to use against what targets. Slingers, for example, are nearly useless against armored opponents except as general harassment and to wear them down. Javelins are excellent against armored opponents/elephants, but their limited range makes them less viable vs. light, fast units that can close distance fast or other ranged units that can out-range them. Archers are a middle ground between the two and have a better ability to shoot over friendly troops than slingers do. The exact benefits will vary by unit, but in general I think these rules work for ranged units:
Slingers:
Pros: Long range, lots of ammunition, high rate of fire
Cons: Weak missiles, poor against armor, poor firing arc (difficult to fire over friendly troops), inaccurate (except for elites like Balearic), poor morale, incredibly weak in melee
Use against: light infantry, light cavalry (especially ranged), enemy missile troops
Deployment: -Good to use at the front of an army to skirmish and wear down enemies as the battle lines close. Unless the enemy has siege units you should at least match the range of any missile units the enemy has.
-Also useful to flank and fire into the sides/rear of light troops or into enemy missile units once battle lines are engaged, but watch out for enemy cavalry or light infantry!
Archers:
Pros: Good balance of range and damage, can fire in an arc, good amount of ammunition, wide range of ammunition types
Cons: generally poor armor penetration, need to flank heavy shield units to inflict any casualties
Use against: Almost anything. Very useful for shooting over friendly troops once lines are engaged to hit either enemy missile troops or melee units or for targeting medium/light infantry before lines engage. Also effective vs. static light cavalry.
Deployment: -Second line of skirmishers behind slingers
-Behind the main line: lets your archers rain a final volley or two at enemies as lines close to inflict casualties and disrupt enemy charges. Then your archers can fire over enemies to target enemy missile troops or any troops held in reserve. I find this deployment especially useful against slow-moving phalanxes or horse archers.
-On the flanks: once lines engage circle your archers around and fire into the flanks (again, watch out for cav/light infantry).
Javelins:
Pros: Very good damage and armor penetration, units generally better at melee than slingers or archers (will vary by troops type)
Cons: Short range, low ammunition
Use against: Heavy units, elephants
Deployment: -Skirmishing line in front of the army (behind slingers if you have them) to pound enemy heavy infantry before battle lines close and disrupt charges
-On the flanks (similar to other missile units, but focus on heavier troops). Use ammunition then charge into flanks/rear of enemies
-Screening force: If the enemy is advancing with elephants or heavy infantry and does not have a large amount of cavalry, send javelins ahead of the army to harass. They will inflict casualties and can either outrun enemies or hold until the main line arrives. Either way the enemy line will be tired, wounded, and in greater disarray when your main line arrives.
Again, different specific units require different tactics, but this is my general use. Some people may have other strategies that they prefer.
Like said, units in heavy armour will be a bit more resiliant even when shot in the back since without that flanking fire would be too OP as Ai us unable to counter it and does not use that tactic.
Anyway, ranged combat got full rebalance for 1.1 based on my experience with experimental pack.
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their back or 180 degree from the units direction it's facing
I think it was rome starting javelinmen and slingers. I have no problem killing those armorless barbarians units even with shield but when i face carthaginian or greek armored unit i deal no damage
probably because i was aiming at heavy armoured units. but even with my javelinmen i can only get up to 20-45 kills then ill ran out of ammo and just charge at the enemy's back and pray the enemy morale will break before they butchered my javelinmen
For proper use of javelins, charge them once the enemy is worn down a little bit. They're much more effective against tired opponents than not-tired opponents. Plus the additional charge in flank combined with tired combines rather well.