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so i tried it on 3 stars and it looked good until a domino break after charging cav like forked lightning happened .. and something i have not seen before ,, a gunpowder barrel blew up aparently and wiped out a unit of muskiteers .. im going back in on same level im trying to volly fire them in to submision i send two thirds of my pike to the right ..
Your Detached Musketeers are the key to the battle. Note that if you move them off the fortifications, they lose the Light Gun attribute, which greatly boosts their firepower. Purchasing the extra artillery is also useful. Keep in mind that artillery lowers the cohesion roll of a unit even if it doesn't inflict casualties. So, concentrate the fire of artillery and multiple musketeers on a single Tercio. Keep other Detached Musketeers in the forest on the left and the marshes on the right to hold or at least slow the enemy on the flanks.
The powder explosion is at a random spot in the wall; if you are lucky, it will annihilate a Tercio just as they are beginning to overrun your forlorn hope of musketeers. At this point, with the Tercios in disarray from the explosion and casualties from musketry and artillery, with the enemy kurassiers floundering in the marshes and forests, counterattack with your own infantry.
All the Historical Scenarios in the game are beatable; I have played them all on Sergeant-Major. However, they are designed to be more difficult than skirmish mode (I had to play Seminara more than a few times to win). If one is giving you particular trouble, it can be fun to play it in MP, which is made to be more balanced between the two sides.
How can I get Musketeers in the marsh? Should I be moving the ones in the fortifications? Doesn't that remove that special light gun bonus?
Without a doubt, luck is an important determinent of victory in battle, but trying to plan a victory around getting a Tercio to blow themselves up on my wall is...........well, unlikely. Randomness is not my friend.
The AI cavalry in the last 5 attempts has reliably filled in behind the Tercios wherever they break my line, exploiting the gaps, and butchering my units. I kind of prefer that the AI not play like a complete idiot, so my complaint is more that it's just really hard to win a battle when your opponent has more men, more cavalry, and veteran infantry that can storm your line. And you don't have good canister shot........
I know that I need to be leveraging my ranged advantage, but that just doesn't seem to happen, no matter how I deploy my units. The AI just doesn't break before they reach melee.
I may need to play more skirmish before trying to tackle too many more of this large historical fights. I don't want the enjoyment to turn to frustration when I can't win a battle after a dozen re-tries.
Are you staying in your fortification, or are you venturing out with you heavy infantry (late tercios)?
Purchase the extra musketeers away the start, and shift a couple units from the forest on the left to the marshes on the right.
As for flanking, early tercios are immune, and later tercios can be rear attacked but not flank attacked. Turn on detailed tooltips in options to show all the under the hood calculations.
Anyway, I'm moving to a mental place where I focus less on blasting the strongest Tercio unit in the line, and instead pick out the weakest and try and break that one. Maybe try and lead the Veteran Tercios off on a tangent with one of my cheaper Late Tercios, though that seems kind of cruel to those soldiers. There's still a lot to learn.
I had more luck beating the Swedes with the Poles by just ignoring their infantry and then using my Winged Hussars to destroy their cavalry and non-pike infantry. The goal is to inflict X% of losses after all...............
Previously when I've done a walking retreat, it's been with a solid line, and it felt like the Tercios always caught up. This time I stuck with a checker-board line and refused to abandon the Fall Back command every turn (after initial musket contact).
Is there a thing where units lose movement points (action points) when they take reaction fire from a musket armed unit? I'm wondering if the checker formation ensures that the advancing Tercios always take just a bit of reaction fire as they advance, preventing a charge.............
Finally figuring out a solution to the Early Tercio problem. In addition to some back-walking and shooting, I'm also learning to just abandon whatever unit gets caught by the Early Tercio, especially if it's a Veteran one. Piling into the melee just results in more of my infantry eventually routed when, instead, they could just be off shooting someone else. The ideal is getting a concave around the Early Tercios with some artillery added in.
The other half is being smart with your cavalry since the Catholic League always seems to go heavy in Curaissiers. Rarely can I wrap up their cavalry unless I get some lucky flank-chain-routs. I'm slowly learning how best to keep a Curaissier in reserve to hit pursuing enemies with a perfect flank/rear charge. Always very pleasing how cavalry fights end up being as chaotic and messy as they often were in reality.
The suggestion about sending two of the left flank forest musketeers into the marsh on the right was a helpful one. The left flank rarely takes a lot of pressure early on, while the right is hard pressed quite frequently. I used my Arkebusier cavalry to screen the move, and while they did get chewed up by fire from the advancing Tercios, only one ended up routing, while the rest fled into the marsh and distracted some of the enemy heavy cavalry. I also concentrated 4 Late Tercios to help the existing on in the fort near the village. This resulted in enough firepower to start distrupting the advancing infantry that got distrated by all the targets.
The Right flank enemy Tercio did manage to break through my left flank field works, but it was containable. My weaker Tercios held up so long as I ran my heavy cavalry into the flanks of the Early Tercio. Otherwise, most of the line held, and that allowed me to maintain a critical mass of ranged damage on the enemy. After that, there wasn't much that the enemy cavalry could do against my solid defenses.
You will find that the Historical Battles in Field of Glory 2 have been balanced so they are somewhat less hard to win than those in Pike and Shot.
They also created another game covering the same time period as Pike and Shot (1500-1700) covering East Asia: Sengoku Jidai: Shadow of the Shogun. That game has early modern Japanese, Chinese, Mongol, Tibetan armies, as well as armies for the Mongol Invasions of Japan and the Gempei War.