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In melee they could still have stand fast since archers dont influence that tactic.
I am not talking about heavy infrantry at all.
Thats why.
http://www.ckiiwiki.com/Combat#Unit_Statistics
Look at their BASE stats. the defense for pikeman is one of the highest in every single phase of combat. archers do 2 dmg during skirmish, pikeman have 3.5 armor. you need 2:1 archers for pikeman do even start doing any damage. the retainer stacks for italy and scottland are 400 pikeman.
My screenshot shows exactly how ♥♥♥♥♥♥♥♥ pure pikeman are, I fought 5500 archers in the enemy army, it didn't matter. because the pikeman just stood there and took it. when melee hit because there were no other units types to allow non pikeman strategies, my choices were slow advance at 49.9% and pike column advance at 49.9% at day 10. and heaven forbid the enemy decides to charge adding force back into the equation, however that just makes my options 3/3 pikeman.
the armour of pikeman and damage during melee for their cost at a 2:1 retainer ratio is second to none. and they only get more and more effective as you gain heavy infantry, military organisation, and the pikeman yard structure giving them an additional 60% morale, which takes them into line with HEAVY CAVALRY however at a fraction of the cost.
That's the answer to your question, because you dont even need shieldwall, and if you do you allow the tactic to slow down the triggering of a more advantagous tactic the second melee starts as it lasts 12 days, putting you 2 days behind. not to mention if your idiots do volley during skirmish you are up ♥♥♥♥♥ creek for 18 days, as 1% archers and under 40% qualifies just like shieldwall.
so all you achieve is adding more tactics which can trigger more points of failure, compared to no tactic until melee and then 100% OP.
http://www.ckiiwiki.com/Combat_tactics
In this new game I am playing as Haesteinn of Nantes and I have invaded england and am now the king of england and I am wondering what is the best retinue setup for me?
Should I go pikeman like the scotts? or something else?
However the point is the worst possible thing that could occur with using a defense retainer is the triggering of volley, as the attempt to get shieldwall also qualifies you for this and honestly it would get you completely wrecked due to the 18 days, and if the enemy charges you have 8 days of them in your face.
Thats basically the biggest issue with attempting to add archers into an ita/scot retainer. you make it weaker tactically.
I guess you can think of it like min maxing; if the worst possible scenario is 20% neutrality for the first 10 days, and then 100% great on day 10 when melee starts. makes it better than 50% horrendous, 50% good on day 1 for either 18days of bad or 12 days of good, and then 100% great.
I don't like a 50% chance of horrendous and having it last almost completely through the melee phase for 8 of the 10 days. also considering there are 3 flanks it is entirely possible that atleast 1 of these flanks is going to do volley, and when that flank gets shredded you are then being flanked by the enemy for your other groups, leading to a atleast an average chance of failure (because after all they are still pikeman).
Thats why for atleast italian and scottish, the 400 pikeman retainer is superior to defense. for every other culture who doesn't have some overpowered ability or tactic for their retainers, defense is perfectly fine for augmenting existing levies by adding significant morale and skewing tactics defensively in your favor.
If you've culture swapped to Norman, you can use Knights instead, but you're probably much better off just using the generic Defence retinues. So, sort of pikes.
um, the system is rather deep... thats why its easy to become confused.
Sure you can use straight up numbers, but thats generally true with every game.
However strategically you need to consider positioning (river crossing, mountains, plains, hills, forest) and how that effects your units and tactics. army composition, and how that effects the potential tactics fired. your commanders traits, having someone who isn't craven, slothful, or various other traits that add liabilities to your potential tactics.
There is a hell of alot to combat, its not a case of gather all units and attack move across the map. you can approach it from a macro point of view, however what we are talking about is the micro of the combat system, and how best to squeeze value out of unit combinations to optimally deal with macro numbers.
My screenshot of 7000ish pikeman vs 35000 byzantine levies, was possible because of positioning, and ensuring I had correct culture commanders as well as ensuring that they did not have any traits that would be a liability. I created a perfect storm where I could show just how absurdling strong pikeman can be.
and so far with attacking my fellow neighbors (ireland/scotland) to try and take land by land slowly to form the empire I can basically just use my retinue units to take land from lonely counts or people that have less then 3-4k men, with my retinue only being like 2k?
I just throw men at the enemy and eventually I win
OK this is probably where I am getting confused. General skirmish lasts 18 days according to
wiki. So does volley. I thought that when combat begins, my troops pick an eligible skirmish tactic and when its done they pick an eligible melee tactic. Isnt it so?