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Thread: Equilibrium MOD Battle Book (New Strategies and Tactics)

  1. #1

    Default Equilibrium MOD Battle Book (New Strategies and Tactics)


    Battle Book (New Strategies and Tactics)


    The mod enables the use of new strategies and tactics on the field of battle.


    Hybrids

    Hybrids are infantry units skilled in melee fighting that can also use ranged missiles.

    Compared to the normal archer, they have less ammo, less damage but more hit points. They also do not have a handicap in melee vs cavalry, as normal archers do.
    You can put them in front, to fight enemy archers, making them consume their ammo (and later fight the infantry), or you can put them on the flanks to aim for the enemy cavalry or lightly armored enemy troops, or you can save them in the back, to support your main army in various ways late-game. They are a very versatile unit.


    Javelins

    Javelin-throwing units have armor-piercing javelins but very low ammo.

    Javelins are best used on heavy armored units. Shot from behind they deal maximum damage. Best is to save them for late game, putting them in the middle or the back of your formation. They, as the archers, have melee handicap against cavalry, dying very easy in prolong melee.


    Pilum

    Pilum-throwing units have armor-piercing pilum that deal MASSIVE damage but very VERY low ammo.

    Pilum-throwers are as the old romans. They are very effective against HEAVY Infantry. Best used on the flanks, to surround the enemy and pepper it, then charge on the flanks (if you are defensive) or fully on one flank then surround and pepper the enemy down (if you attack). They can be also used as an anti-cavalry unit if you lack spears.


    Trolls

    Trolls have HUGE attack and charge and hit points, but are very few in numbers.

    They are great in breaking the enemy formation but need support in the prolong melee. They are very vulnerable to back attacks, so if you see a troll's back, hit it with arrows.


    Mumakil and Rhinos

    Very strong, but also very slow. Can use skirmish tactics against them.

    Vulnerable to spearmen, in prolong melee. Can be best countered by a loose-formation spearmen unit. Very good to break enemy formations, but be careful to not break your own formation as well, in the engagement. Armed with missiles, they are a good match even to archers. Use them as you want. If your enemy has such beasts, deploy far and in a loose formation to counter them. The tighter the formation, the more effective the beasts will be.


    Berserkers

    Very strong infantry units with huge attack and charge and with full-body armor.

    They have armor that protects them from attacks that come from any direction. But their ammo is low, so archers are a good counter. Also they are vulnerable to cavalry charges, BUT they are effective against cavalry in prolong melee. Very dangerous indeed. Vulnerable to infantry charges.
    If you see enemy berserkers charging at you, be sure to CHARGE BACK!!! They have low ammo and will take a lot of damage from the counter-charge.
    They are also quite fast so you can use them for flanking or supporting your army where it needs help. Also they are good to fight armored units, but may need some help.


    Singers

    Singers inspire your units, rising their morale.

    Decent in melee, can hold their ground a while and have bonus hit points. Very useful when fighting defensively if you want your main infantry line to fight to the death.


    Archers

    Missile unit with HUGE range and high ammo.

    Very good unit, missiles push enemy back and stun for a few moments. They are vulnerable to missiles and cavalry tho and against infantry they are very weak.
    Be sure to save some for the late game. Very effective in flanking or back shot. Best used in a loose formation. Their precised missiles are dangerous to cavalry. Be sure to bring a few archers at least to counter the enemy archers. If you hide your archers in the back of an infantry line, many missiles will hit the infantry, so your archers will survive longer.


    Cavalry

    Fast-moving unit with strong charges and decent melee.

    Cavalry has a lot of protection from fronts. Be sure to not turn your back to the enemy archers or you might lose your full unit very fast. Extremely good in charging infantry. Best used on flanks.


    Wraith

    Undead warriors with a lot of HP.

    Tho their stats are lower than the Troll's, they are a stronger unit. That is because they are smaller and less units can attack them at once. VERY powerful against infantry. If your enemy brings them on the field, save some cavalry to charge them from behind.


    General Bodyguard

    Leader of the army needs protection.

    EXTREMELY cheap unit with HUGE stats, very powerful and resistant. Great against cavalry AND infantry, best used as support unit and kept alive as long as possible. If your general dies, your troops MAX MORALE will suddenly lower which makes them break really easy.


    Crossbows

    Armor-piercing missile unit.

    They reload slow and have lower ammo than archers. But they have armor piercing which makes them very effective against heavy armored units. Great to be put on walls, or saved for late game.


    Phalanx/Spearmen

    Anti-cavalry unit that can hold the line.

    Phalanx moves slow and is best used to support your main infantry line to hold.
    It is good to stack a spearmen unit over your main infantry line, to counter the enemy cavalry charges fast.
    Last edited by Shield; October 23, 2018 at 11:42 AM.

    "There's something comforting about subjectivity. You can never be wrong."
    -Ben Shapiro (explaining to a progressive about why the media prefers lies over truth)


    My submod for DaC 2.2:

    http://www.twcenter.net/forums/showt...-(FINISHED!!!)

  2. #2

    Default Re: Equilibrium MOD Battle Book (New Strategies and Tactics)

    This looks promising, though you'd perhaps like to correct "pilumns". The Roman throwing weapons were called "pila" in plural and "pilum" in singular. Just wanted to let you know.

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