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"We men are the monsters now. The time of heroes is dead, Wiglaf - the Christ God has killed it, leaving humankind with nothing but weeping martyrs, fear, and shame."
"Mixed weapons" need to be defined clearly. We talking units that effectively negate the concept of Rock Paper Scissors, or entirely aesthetic?
For example different modes:
Charge mode:
Two handed axes in unit move to the front followed by other wepons. All in wedge formation.
Shieldwall vs infantry mode:
Shieldwall with one handed short weapons like one-handed axes and seax is used infront, followed with spears behind.
Skjoldborg/shieldcastle vs archers mode:
This either protecting in a line for the front and above or in a circle for all directions.
Defence against cavalry mode:
Shieldwall with spears in-front and if possible two handed axes swung in 8 circle loose formation in-front of the wall like at the battle of Hastings.
Something like this. Depending on mode the weapon order in the unit is chosen. This could be simplified or made more detailed depending on the work i guess.
"We men are the monsters now. The time of heroes is dead, Wiglaf - the Christ God has killed it, leaving humankind with nothing but weeping martyrs, fear, and shame."
****, there should be no "rock, paper, scissors"! That concept doesn't belong in the game game to begin with.
Sure, some units should be good against certain others, but CA have taken it way to far in past titles. In current games, deployment matters little so long as you mash the right unit up against the right other, no matter how well deployed the target is.
****, there should be no "rock, paper, scissors"! That concept doesn't belong in the game game to begin with.
Sure, some units should be good against certain others, but CA have taken it way to far in past titles. In current games, deployment matters little so long as you mash the right unit up against the right other, no matter how well deployed the target is.
Agreed
Unit quality > unit type.
However, does not a pure sword unit feel non historical? Not like different clans muster together under a warlord in matching equipment like some roman cohort.
"We men are the monsters now. The time of heroes is dead, Wiglaf - the Christ God has killed it, leaving humankind with nothing but weeping martyrs, fear, and shame."
"Mixed weapons" need to be defined clearly. We talking units that effectively negate the concept of Rock Paper Scissors, or entirely aesthetic?
For example different modes:
Charge mode:
Two handed axes in unit move to the front followed by other wepons. All in wedge formation.
Shieldwall vs infantry mode:
Shieldwall with one handed short weapons like one-handed axes and seax is used infront, followed with spears behind.
Skjoldborg/shieldcastle vs archers mode:
This either protecting in a line for the front and above or in a circle for all directions.
Defence against cavalry mode:
Shieldwall with spears in-front and if possible two handed axes swung in 8 circle loose formation in-front of the wall like at the battle of Hastings.
Something like this. Depending on mode the weapon order in the unit is chosen. This could be simplified or made more detailed depending on the work i guess.
This is fine as long as these modes aren't found in a single unit. Otherwise you not only defeat the purpose of getting a unit roster beyond like five units, but also means that battles are boring because you do not need to worry about more than two-three unit types at any time. Game's not going to be any easier on the AI who probably wouldn't have a clue what mode does what, as we've seen in so many past TW titles.
Besides what you want is already accomplished if you simply tell some units to move forward ahead of others, so I don't see the purpose in making it even easier through fewer clicks of a button and managing one unit instead of like four. And before you say "unit behaviour sucks", the same applies to AI if you made modes, too.
Now if it's a unit that has just spears and swords that's okay, as that allows two combinations that still requires numerous subtypes to fill gaps. The shieldwall vs infantry and charge mode, for instance, is possible because warriors wielding twohanded axes can still carry swords and a shield. This still puts them into the anti-infantry role. Once you do things like charge mode with axes and turn to spear shieldwall in case cavalry comes in, then that just means you got one infantry unit to fill every melee mode.
Corrected action is the most sincere form of apology.
If any bodyguard units are mounted there should be an option to dismount them during sieges. If there is not a dismount ability they should be kept as infantry imo.
If any bodyguard units are mounted there should be an option to dismount them during sieges. If there is not a dismount ability they should be kept as infantry imo.
I hope that the dismount option makes a return, I really hate that it was cut from Warhammer.
Tacitus Quotes:
Auferre, trucidare, rapere, falsis nominibus imperium; atque, ubi solitudinem faciunt, pacem appellant.
They plunder, they slaughter, and they steal: this they falsely name Empire, and where they make a wasteland, they call it peace.
Corruptissima re publica plurimae leges.
The more numerous the laws, the more corrupt the government.
I found Rome a city of filth covered marble and left it a pile of rubble. - Me
Indeed it makes for a more epic last stand when trying to defend especially if you are fighting lots of spearmen, in that case cavalry would just be shredded.
If any bodyguard units are mounted there should be an option to dismount them during sieges. If there is not a dismount ability they should be kept as infantry imo.
This has been needed since the beginning. In a siege defense, especially where walls are involved, cavalry units that can't dismount are very close to being absolutely useless.
"The two most common things in the universe are Hydrogen and Stupidity." - Harlan Ellison
"The right to be heard does not automatically include the right to be taken seriously." - Hubert H. Humphrey
"Never argue with an idiot. They will only bring you down to their level and beat you with experience.” - George Carlin/Mark Twain
“Those who cannot remember the past are condemned to repeat it.”–George Santayana, The Life of Reason, 1905.
Well besides the unconvincing "dragoons make these infantry units move faster on campaign map/ battle mode" feature, the only other way to portray mounted infantry is to, you know, have them able to ride around and unhorse to engage.
Corrected action is the most sincere form of apology.
Comments
Corrected action is the most sincere form of apology.
- Report
0 · Disagree Agree- Beowulf
- Report
0 · Disagree AgreeCharge mode:
Two handed axes in unit move to the front followed by other wepons. All in wedge formation.
Shieldwall vs infantry mode:
Shieldwall with one handed short weapons like one-handed axes and seax is used infront, followed with spears behind.
Skjoldborg/shieldcastle vs archers mode:
This either protecting in a line for the front and above or in a circle for all directions.
Defence against cavalry mode:
Shieldwall with spears in-front and if possible two handed axes swung in 8 circle loose formation in-front of the wall like at the battle of Hastings.
Something like this. Depending on mode the weapon order in the unit is chosen. This could be simplified or made more detailed depending on the work i guess.
- Beowulf
- Report
0 · Disagree AgreeSure, some units should be good against certain others, but CA have taken it way to far in past titles. In current games, deployment matters little so long as you mash the right unit up against the right other, no matter how well deployed the target is.
- Report
1 · Disagree AgreeUnit quality > unit type.
However, does not a pure sword unit feel non historical? Not like different clans muster together under a warlord in matching equipment like some roman cohort.
- Beowulf
- Report
1 · Disagree AgreeGame's not going to be any easier on the AI who probably wouldn't have a clue what mode does what, as we've seen in so many past TW titles.
Besides what you want is already accomplished if you simply tell some units to move forward ahead of others, so I don't see the purpose in making it even easier through fewer clicks of a button and managing one unit instead of like four. And before you say "unit behaviour sucks", the same applies to AI if you made modes, too.
Now if it's a unit that has just spears and swords that's okay, as that allows two combinations that still requires numerous subtypes to fill gaps. The shieldwall vs infantry and charge mode, for instance, is possible because warriors wielding twohanded axes can still carry swords and a shield. This still puts them into the anti-infantry role.
Once you do things like charge mode with axes and turn to spear shieldwall in case cavalry comes in, then that just means you got one infantry unit to fill every melee mode.
Corrected action is the most sincere form of apology.
- Report
0 · Disagree AgreeI do think they should have Irish slingers or perhaps even staff-slingers. Javelin cavalry might also be an idea for the Irish.
- Report
0 · Disagree Agree- Report
0 · Disagree Agree- Report
0 · Disagree AgreeAuferre, trucidare, rapere, falsis nominibus imperium; atque, ubi solitudinem faciunt, pacem appellant.
They plunder, they slaughter, and they steal: this they falsely name Empire, and where they make a wasteland, they call it peace.
Corruptissima re publica plurimae leges.
The more numerous the laws, the more corrupt the government.
I found Rome a city of filth covered marble and left it a pile of rubble. - Me
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0 · Disagree Agree- Report
1 · Disagree Agree- Report
2 · Disagree AgreeCorrected action is the most sincere form of apology.
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0 · Disagree Agree- Report
0 · Disagree Agree