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Keep the crossbows, if anything I'd probably take more ranged infantry to leverage just how good the Empire are with them. Maybe take 2 crossbows and 2 handgunners or something.
Empire are not a melee-focused faction. Your infantry are just there to hold the enemy down while your better units (cavalry and ranged infantry) delete the enemy. And helping them hold is your heroes anchoring the line and your artillery weakening the enemy before contact.
If the enemy are outflanking your line, change your line's shape. Turn the flanks to face outwards, place ranged infantry on the flanks to shoot the enemy, use cavalry to intercept cavalry and don't let them get stuck in fights against superior opposition. Maybe include pistoliers or outriders to help win the fight on the flanks.
As far as specific comps go, Empire can run almost anything and succeed (the main exception being melee infantry focus), their roster is just that varied. But in general I'd say 6-8 line infantry, 4-8 ranged infantry, 2-4 artillery, 1-3 heroes, 2-4 cavalry. But you can run stacks dominated by cavalry, infantry, heroes, or even artillery. It works as long as you play to your units' strengths.
But ♥♥♥♥ it, here's one based on what you have now. 1 lord, 1 captain, 1 priest, 1 mage, 4 greatswords, 4 halberdiers, 2 crossbows, 2 handgunners, 2 reiksguard, 1 great cannon, 1 mortar.
Greatswords occupy the centre, halberdiers split to both flanks, crossbows behind the centre shooting over, handgunners on the flanks where they can move to get clear lines of sight, cavalry covering the handgunners, artillery behind centre shooting over too.
Lord and captain go hunting enemy lord/heroes, warrior priest helps hold the line in the centre, wizard drops big spells where enemies concentrate, halberdiers block enemy flanking attempts, crossbows shoot at concentrations of enemy infantry (prioritise low armour, no shields), handgunners help slaughter the enemy flankers, then move around to shoot the enemy centre, cavalry counters enemy cav and covers the handgunners, then also comes around to rear charge the centre, cannon should be shooting at any big monster or high value cavalry, mortar should aim for the highest concentration of enemy infantry, both arty should be taken off fire at will when the enemy is too close.
In short, I always try to bring mortars with my armies. They are awesome when used correctly. If you can get the enemy to blob up, it's even better.
War Wagon mortars are better, btw. You can put them very far behind your lines and they can easily maneuver quickly to where they need to go. Waiting until the enemy army is engaged before letting them shoot will limit the chance they'll send something after them. War Wagons can get away pretty quickly, but leaving a unit to cover for them isn't a bad idea, depending on who you're fighting.
For being flanked, try a crescent formation, basically form your line as U with reserves behind them to fill the gaps or reinforce when necessary. I usually always have some infantry on the flanks. If I have cavalry, it's usually just 1 or 2 for clean up purposes. The AI is more more mobile than us and it can be a lot to handle, so I would just assume play more defensively and let them make the mistakes.
you have to make sure they are alone, you want them fully surrounded, no help
this strategy can make your 4 mortar setup kinda bonkers
Muy problem is that enemy tend to flank massively (first time I ser this). Like 4 units per flank, it's impossible to stop with cavalry and the flank units, and if I weaken the centre their Lord and héroes, plus some units, go through it
I found the problem with mortars... The research, now that I have the explosión research... They are true destruction gods haha
I will try crescent formation, because I really lost a lot of units because being outflanked in battles that in auto-resolve would be better (I am trying to avoid auto-re excepto for sieges)
I followed YoruichixX's tactic of having the Lord, captain and warrior priest in the front and did not have them dying. I did put them between line troops so they were not doing all the work. Aside from the advantages YoruichixX gave (small targets, so allow your missiles behind them - especially handgunners - to fire unimpeded), it should free up more melee units to protect your flanks. I was looking at some of ElvenPlotArmor's videos on YouTube and it seems that's his approach.
I am not quite getting why you are being flanked. Can't you just pivot your line so you are not being flanked? The problem with flanking tends to be if something is tying up your front and then something else (typically fast moving cav) hits you in the flank/rear, aka hammer and anvil. But it doesn't seem like that's what you are experiencing. If it is, you put spears/halberds stationary on your flank and/or also use your cavalry/Greatswords to counter-charge the flankers. But typically you want to whittle away the enemy before it comes to melee as again, melee iinfantry s not Empire's strength. Archers and mortars are not armour piercing, so you may need heavier hitters if you are fighting Chaos or high end opponents.
Handgunners and crossbowmen give you your base damage, then you can get interesting from there.
As for your question, the AI marches in a line then converges so if you have a 2-deep line you'll be fine. You can put three infantry next to each other then two beneath the edges and most units won't try to flank (looks like a very flat n ).
Some units are set to always try to flank but you just shoot those first.
But handguners fire a few rounds and have to retreat behind infantry, and there is the problem of being outflanked... If I invest too much in handguners the enemy just go around and the weak cavalry and infantry almost invite them to overwhel me haha
Sorry, I am not english speaker and I have not understand your army composition and Google translator says something with no sense haha
Of course, if you have a height advantage, the guns may be able to fire over the heads of the frontline. Likewise, if their target is large and towers over your frontline.
So you often want units that can deal damage to the enemy beyond the 160 range of your crossbows.
I am partial to Outriders(regular version). You can get them early, and if you are fighting mostly melee, they accomplish 2 things:
1) Like artillery, they can deal damage to the enemy way before they reach your line. They have a lot of armour piercing damage, so they are great vs heavy infantry, cavalry etc, but generally speaking they are pretty good vs most targets.
2) Act as a decoy to draw the enemy out of position. Enemy cavalry likes to charge your flanks and/or backline. If you give them a couple of early volleys from the Outriders, you can weaken them a bit(making them easier to deal with for your melee units), or they might start chasing you. If they chase you, you lead them to your other ranged units, focus fire them, then counter charge with your cavalry/hero/lord.
I would typically not bring more than 2 Artillery units(early on, a Mortar and a Cannon), so switch out 2 of the Mortars for 2 Outriders.
As for magic, if you are having problems with enemies flanking you, Heavens Magic is not that useful. It is great for dealing with static positions, like artillery or infantry blobs fighting on the frontline.
Instead, consider Shadow magic(Melkoth's mystifying miasma both slows and deal damage to a target, and cant miss) or Light Magic(Magic Missile that is great vs large targets like cavalry, and there is also an Imobilize spell).
With these two changes, your current army can work.
Dwarves are not durable? Really? A lot of armor, why then?
I use 4 mortar with the 10% explosión for the research and they enemy infantry and ranged units are a joke now haha, the problem is the 5-6 units AI aleays use to flank haha
Why Shadow doesn't miss? I have read that Magic is not good against cavalry because the time It takes
Shadow Magic has a spell called Melkoth's Mystifying Miasma, which is a "Direct Damage" spell that always hit, slows the target, ignores armour, and steadily drain the target health over its duration. It rarely kills models on its own, but drains a lot of health on many models, so any following attacks from range or melee, quickly kills the wounded models.
It is great vs cavalry units, decent vs infantry units, and next to useless against heroes and single monsters.
One of the problems with 4 mortars is that the projectiles have a lot of travel time. It is next to impossible to hit a fast moving target. They are also inaccurate and do not have a lot of armour piercing damage(and is next to useless vs single characters or monsters). Their biggest advantage is that they are cheap and decent vs hordes of cheap infantry.
A cannon has longer range, is much more accurate, hits way harder(on anything it hits, infantry, cavalry, characters or monsters). They dont splash like mortars, but they instant kill 99% of the infantry models they hit, which makes them fairly consistent.
Just 2 Mortars are enough to consistently pound masses of cheap infantry, which means you can use the 2 open slots for units that can deal with your flanking problem.
It's just a skill issue:)
i would cut to 2 mortals though cos you need extra things like mage it's just too good not to have... later you add cannon and when you get rocket you use those.
Empire Captain. is meh better of getting engineer to buff your range units hell even witch hunter is better.
YOu should have shadow army 90% of the time anyway so it means you have two lords 3 to 4 mages...
so it's hard for me to give right units if you gonna only play one army.. cos that's playing at 50% strength. YOu always make a second army as fast as possible.
Get gunners that's the first thing you should do they are their to kill armor and big stuff for you.
Your army has poor damage dealing, Mortars are not very good, Heaven mage isn't great, best are Jade (Heal, damage) and Fire (raw damage), you don't have any gunners
get something like
Lord/Mage/General/Priest
3 Halberdiers 1 GS
3 Crossbow 3 Handgunners
A couple Outriders
A couple cav, avoid Emp Cav they're bad, replace with Steam tanks when possible
Cannon, Rocket
Use Heroes to tank with Halberdiers in a loose formation, while the rest deletes the enemy