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TWWH3 is better about allowing attack orders right next to the target, not perfect, but it will actually work.
strait through, unless its spears (charge defense trait), then you go side through or back through
basically immediately give your move out order as soon as the charge hits
no point waiting
you want to restart moving while the enemy is still flying from the collision to ensure you dont get stuck
They are very effective but having to micro their collision damage constantly is a big downside.
Shock cav you can leave in melee for about 10 seconds until the charge bonus runs out, then pull them out and re-charge again. If you forget about them they are still somewhat useful, unlike chariots that do 99% of their damage simply by colliding with enemy units.
- Melee-focused chariots, like Gorebeast Chariots, where the draught/engine is competent at fighting and usually has a standing lunge attack (which applies collision)
- Collision-focused chariots, like Seeker Chariots, where the draught/engine is poor at melee
- Riders can make Collision-chariots into Melee-chariots, like with Norsca lords having an automatic splash attack with their sword while mounted
Then the damage split:
- Attack damage, for any attack animation made by the draught/engine or rider
- Collision Weapon damage (plus charge bonus, etc.), during the minimal "animation", which gets split and limited among collision targets
- Collision Impact damage (speed * mass), any time the chariot touches a new collision target
- Launch damage, only relevant if they are routing or fall down a steep hill
Every entity collision slows the chariot - entities in the collision pool slow less, and entities that get launched or killed slow less too. Lunge animations can't be slowed.
Don't avoid spears just because they're spears, spears are just as vulnerable as any other infantry when they aren't braced. They do get an extreme "dug-in" mass bonus though (which VH battle AI abuses).
Allow Collision-chariots to finish their charge unless they're in danger of getting stuck - issuing the move too soon will cancel the collision attack. You can send a chariot through with a move order just for the sake of disrupting a formation, but an attack will do that with damage.
But yes, don't get stuck. Unless it's a train like Katarin's Sled - then get thousands of kills by turning in place.
Entities in the middle of an enemy formation, especially one that's been disrupted by launching, pick terrible targets.
1) First download the mod " AI General 3 " it allows you put units of your chossing controlled by AI in battle at will. (you can toggle it on or off)
2) Recruit your damn chariots.
3) Place your chariots where you need them on the battlefield (like on the flank or in the back of enemy army), and give control of AI while you play the rest of your army.
The AI will do your infinite micro managing on them for you so you can enjoy your battle and the chariot units of the roster.
Here, done !
https://steamcommunity.com/sharedfiles/filedetails/?id=2799316652