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December 18, 2016, 05:55 AM
#1
Re: Let's Officially Play Fourth Age TW: The Domion of Men | Rohan
Yeah, I guess Aradan took out the vanilla triggers that give night-fighter to any commander who experiences one, and it's now just gained through the commander skill levels traits.
That 1 v 2 battle was pretty embarrassing, pulled it back in the end but the whole thing was very sloppy.
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December 18, 2016, 10:08 AM
#2
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December 18, 2016, 10:36 AM
#3
Re: Let's Officially Play Fourth Age TW: The Domion of Men | Rohan
Well, it wasn't so much the plan and the initial charge, as the almost getting my general killed, again, allowing the enemy archers many more volleys than I should have, failing to take out the enemy Generals early on, etc etc
Last edited by webba84; December 18, 2016 at 09:03 PM.
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December 20, 2016, 10:37 PM
#4
Libertus
Re: Let's Officially Play Fourth Age TW: The Domion of Men | Rohan
I find that having large contingents of Rohan Spears accompanying the "good" cavalry units like 1-2 Riders of the Mark works perfectly as the spears provide the initial charge and shock (and take some the brunt of the casualties), while the follow up with the heavy cavalry keeps the enemy occupied until the Spears charge again, maybe followed by a charge of Bodyguard.
It seems to me that my generals aren't often either wounded in battle, sometimes even when not engaged, and that they are often listed as "under the weather." Is this a result of lack of healing buildings in settlements?
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December 21, 2016, 12:25 AM
#5
Re: Let's Officially Play Fourth Age TW: The Domion of Men | Rohan
Yes, getting 1-2 units of proper fodder in there (and Rohan is very fortunate to have a fodder unit with such a good charge) is probably something I should do with that main army.
Getting wounded in battle was something we reduced the chances of quite a lot in 3.2 of the mod, are you using the latest version? Under the weather is something that healing buildings can definitely help address, though it isn't caused by a lack of them so much as just age, travel, and random chance. Often a couple of turns rest in a settlement should remove it.
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