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Skirmishing is one of those catch-all phrases that's not specific to one thing. To me, the primary characteristic of a skirmishing unit is that it is not the arm of decision, and if the enemy main body advances or heavy calvary charges in, they pull back.
Just a legacy name. Skirmish mode just makes your ranged units avoid melee by running away; so you can skirmish easier. Though in this game skirmishing is basically not a thing. You see it a lot more in the historical games though. Skirmishing in Rome 1 is essentially the first third of most battles.
Although alot of 'skirmish' units arent built for prolonged melee engagements, their harassers, they go after and split off enemy units from the army and dont really do much damage but tie up larger slower units.
But all units can be made to Skirmish, weather they should or not is entirely a different question... archers, no, unless they can move while shooting since the archers will just keep moving to avoid melee and never stop to shoot which is a waste of a unit and when they do, well usually they end up in melee shortly after.
Ranged units with Stalk and or vanguard are good skirmishers, they can hit early draw away enemy infantry units at the start of the battle.
yeah it took me forever to figure this out
so they should rename it, maybe?
so guard mode overrides skirmish mode, and they won't run away when enemy units get super close? i just hate toggling skirmish mode on and off for black ark corsairs w/handbows every 3 seconds when i need them to switch between mellee/ranged
Skirmish units are either very fast to where they can out run most things and then turn around and fire for free... or they can fire while moving allowing them to run away but still do damage at the same time.
Skirmish units usually do less damage than a regular range unit but have better survivability
For a handbow unit, just turning skirmish off may be a better choice, and I assume you're trying to move them around to the flanks. If you turn off skirmish and tell them to attack a unit, they'll follow the unit when it routs. If it's in guard mode it will just stand there if the enemy routs.
You'll also want to know how and when to turn off autofire. As DE, it's not the hardest thing to shoot your own troops in the back with those nasty crossbows. Ditto most race's artillery and many missile troops.
IE: Your crossbow"men"(druchii). Put them on hold position. As the enemy gets into contact with your front line, turn off autofire which would make them shoot the closest units (through your own men) and have them target enemy missile troops. This way they don't waste ammo shooting at things you don't want it to, and save it for what you most want them to do (ie calvary/monsters/unshielded heavy troops).
Missile troop management is central to victory in most TW battles.
Skirmishing is often seen more in PvP, aka. kite builds. E.g, one of the counter builds for TK against WE involves skeleton horsemen archers and nehekhara horsemen...very high mobility and requires a lot of micro, but very cost effective against WE.