
Originally Posted by
Ovidius Empiricus
I do use huge units, and the main issue I've had with that relates to occasionally wacky path-finding in some cities. Not such a big problem, if you're careful about how you move each unit around. It's also good to consider how many ranks/files it will have if traveling through a narrow path. It certainly helps to use a more "square" formation, in which the ranks/files are roughly equal, whereas you'd generally want them to stretch out a little more while fighting because those in the back of a very deep formation aren't really helping their comrades.
Anyway, in open terrain, the unit size is irrelevant, since you and the opposing army are at the same scale. (And if it's "open," there are no fixed-size elements like buildings, which are relatively larger/smaller compared to that scale.) However, path-finding is still essentially the problem with units that are fighting to the death. You want them to rout, but they're surrounded, meaning they can't find a path which allows them to avoid fighting. So unless/until that changes, they will do the only thing they can. You'll often want to pin them down and charge from behind or from the flanks: hammer and anvil. The idea is simply that you should lift your proverbial hammer out of the way once they've broken (guard mode on some/all of the units is also helpful). And if you have other units circled around behind them, they should be far enough away to leave some room for the routers to go some distance before they'd have to either fight or turn around to escape elsewhere.
The map in the picture is an interesting case to consider. The Ptolemaic units will not be able to escape by running into the sea, because the game mechanics don't allow that. So, the Seleucids don't need to block that entire direction (west), if the intention is to wipe out as many as possible, before they can reach some other edge of the map. (You can also imagine more generic cases, where the fighting is especially far from one side of the map, or when outcrops of rocks or mountains/hills/rivers are in the way.)
So at that moment, I would move away any of the Seleucid units that are closer to the sea (and turn off autofire for the archers, slinger and elephant). Then, the Ptolemaic units will stop fighting, but they'll be forced to move toward the sea, which will ultimately be counter-productive for them. That will give the Seleucids time to reform and create a nice, neat, single-file wall, which will separate the Ptolemaics from their actual escape routes on land (while still giving them a fairly large "pocket" where they can wander around, near the center of the coastline). The cavalry/elephants can move more quickly, so you generally want them to sweep around a bit farther than the infantry in order to put everyone to good use. That way, the enemies won't need to be tightly surrounded and provoked into fighting-to-the-death. Note that if a unit is simply routing and not surrounded like this, you don't need heavy infantry matched against heavy infantry or anything like that, so you can use your skirmishers and whatnot safely/effectively as part of this large barrier.