Originally Posted by
Tribal
From what I know triarii has skrimishers and archers rebalances so they are more like they are in eb2 meaning they will do some damage but cant completely shutdown whole squads of infantry, although they can severely damage cav thanks to their low numbers.
That's a different matter altogether: at this point it's two changes that you're proposing, the defence skill increase and the missile rebalance. I can't say anything about those mods because I haven't played them. Could you post a random archer (e.g. Toxotai Kretikoi) EDU entry so that I can see the differences? Many thanks.
The grind fest? I prefer it to be longer rather than watching units rout and die almost instantly, this seems more realistic but it boils down to personal preferences.[/QUOTE]
Well' I'm not even sure anymore we're talking about the same game. Are you 100% certain that you saw in EB "units rout and die almost instantly" just by fighting in melee face to face? This is not vanilla RTW, pitched battles without any flanking manoeuvres can go on literally forever.
Originally Posted by
Tribal
How would trash units benefit the game? Army composition. If you want all your armies be made of elite soldiers, sure good for you but then you are using only a small portion of the games unit pool. This gives use and meaning to the weaker units aswell.
I didn't say that. I asked "why having more trash units would benefit the game", which is quite different. All elite armies are unwieldy, most of the times you need to mix up different types of units, but the increase in defence skill just reduces the gap between levies and elites - which in turn results in cavalry-heavy armies and levy spam.
Originally Posted by
Tribal
I have experienced this in singleplayer so I doubt the ai was holding skrimishers in guard mod, it was more of my cav breaking their formation and then getting runned down by bunch of skrimishers who outnumbered them. Point is suddenly I couldnt just trash their back and anvil them because killing all the skrimishers actually took some time because they didnt insta rout and their big numbers were enough to stagger my cav and then gang up on them, despite having cav superiority. While I suspect this wouldnt happen if I had for example catapracts, it changed the game from being, take cav, rout enemy to me having to look for significant weakness in their position to be able to pick them apart. And this was me playing vs the AI mind you.
Overall it made fighting ai much harder
Several skirmisher units are by default in guard mode, and the AI never changes that stance, so maybe they were. Could you be a bit more specific here? I need some elements to correctly identify your case: what cavalry unit(s) you were using, what skirmishers the enemy deployed, how big the armies were and whether morale-boosting generals were involved in the battle or not.