Guys, did something change with the phalanx since 2.2b (yeah, duh, I guess) for the worse? Like...why is it that the phalanx fares poorly against every other type of close combat infantry? Whether the phalanx is in guard mode or not, whether they receive foes statically or while advancing, the enemy infantry just zip past the wall of spears like it's not there and go in close for the kill. When the other side is done charging and both sides are drawn up in ranks thrusting at each other, it's like the phalangites forget to keep a tight formation and that their pointy ends are like 10+ feet away from their hands. Enemy infantry sidestep those pointy ends coming at them from all angles like they're ballerinas. When the one phalangite fights one enemy infantry (despite the phalangite having both comrades alive on both his sides) the enemy fights him a foot away and the phalangite is thrusting him with a weapon whose point is already BEHIND the foe in front of him. He's basically whacking him with the shaft. In one on one unit simulations against hoplites, the first 3 minutes of combat yield 60+ dead for only 20 slain...The Agema phalangites are fine (against spartans they get slightly more casualties, 2 or 3), the mercenary phalangites are ok, but normal phalangites (not the levy, the normal standard phalangites) are pathetic. They perform poorly against all close combat infantry with shorter melee weapons. I know the EB2 team probably has a ton of reasons why they decided it to be so, so may I ask for some help for personal tweaks? I want something approaching (NOT EXACTLY LIKE, but going there) how pikemen fought melee units with shorter weapons in vanilla MTW2. You know when the enemy infantry with shorter weapons were kept at a DISTANCE. Note, all my simulations were head on, front-side collisions; I know flanking is supposed to cause massive casualties to tightly packed phalangites. However, 60 deaths for only 20 kills if put up against classical hoplites in a direct engagement, no maneuvering involved? The heck then happened in Chaeronea, the shafts the sarissas were made of solid iron, so despite the hoplites getting past the surprisingly (who knew! It seems phalanxes can't keep a tight formation!) sketchy and wide gaps in the spearwall, the phalangites bludgeoned them to death?
P.S. The poor performance of phalanxes can be improved by shaping them into a deeper square formation. But, not so much for standard phalangites, they're just slightly less pathetic. This still is a problem because it takes a player to think this up. The ai get the default rectangular formation for all their phalangites, so they're still easy to repulse...even when attacking from the front. So all the phalanx reliant ai factions are so much easier to defeat.
P.P.S. I actually liked how phalanxes were in 2.2b. Invulnerable defense from the front (not because phalangites were supermen, but because a WALL of sharp points is really hard to get past and defend from) but were slow and easily enveloped and turned into a scattered mess when attacked from multiple sides. I guess you guys made the phalanx like so now in 2.3 because back in 2.2b they were so tight that even charging them from the rear meant heavy casualties. However, 60 deaths for 20 kills against regular hoplites attacking from the front...c'mon. Again maybe mitigated with a deeper formation, but the ai is stupid so they'll never reform their phalanxes like that. I repeat, though, I tested this with phalanxes attacking, defending, with or without guard mode on (spearwall was always on).
P.P.P.S So, on personal tweaking, is it something I'll have to change in the unit.txt? I have NO PROBLEM with the STATS and I bow to EB2's better judgement on that. I just want a wall of spears to keep enemies at a DISTANCE for once, and make it rare for them slip through when attacking from the FRONT. Is there something, some value I have to increase like unit tightness or reach of weapon, or anything? This is my personal opinion on phalanx warfare I'd like to see in EB2, but I don't want to force it on the release as a whole, that's why I'm asking for help in personal tweaking. Thanks for any advice.




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