Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
This might be one example of when playing in FoG2 might be very worthwhile. But in my experience putting elephants on the flanks never works as they get cut off and killed before getting into the battle. Using them as tanks on the frontline seems to be the best way to use them.
And Epirus is pretty rough ground.
Exactly for the cost and poor use I see no reason to recruit them. They are never used effectively.
Fine if they get a penalty it's just the placement that drives me crazy.
I assume that is the case in the default battle system as well as in FoG2, but it doesnt show in the numbers if it is. FoG2 has a very complex interrelationship between units types.
I'll mention how the attack and defense values actually work in FOGE, since it's particularly important for elephants. When there's a battle the game always assigns one side as the attacker and one (usually the side that has units that didn't move) as the defender, and the attacker's units rely solely on their Attack value in melee combat, the defender's solely on their Defense value, the opposite value does not factor in at all.
Because elephants have a very high Attack value but low Defense, they're very strong when their side is the attacker (though not in mountains, where the terrain penalties render them mediocre) and rather weak when their side is the defender (completely worthless if defending in mountains, because the way terrain penalties are factored in means they won't get the full support and terrain defense bonuses either!).
The most consistent trick to ensure you're the attacking side so your elephants are actually useful is to keep moving and have numerical superiority compared to the enemy, so your army is the one that pushes the enemy back when your and the opponents' armies advance into each other.
It's true that the way the battle deployment system works makes them a finicky and niche unit. The big problem with them is that they have a bad support value, but a high deployment priority since they are a frontline unit, so if your combined number of elephants and heavy infantry types (which have higher priority than elephants) is larger than the combat width, the extra elephants sabotage your army by kicking out the actual decent support units from the support line. As such, elephants can't be coupled efficiently with reserves of high-end units, putting a limit to the overall strength of any armies that contain them.
In the beta patches, their support value has been buffed to +2, making that less of a catastrophic issue, although it's still not possible to create an optimal unit composition with them since they'll continue to kick out archers, still vastly superior support units, from the support line.