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I suspect that if you swapped out 2 cavalry and two archers for a couple of javelinmen and axemen/swordsmen, you'll have more options for defeating the more heavily armoured units.
Even a few more spears could be used to give you a wider frontage to outflank the AI and pepper them from behind with your archers. Then they'll start racking up the kills.
In executing this, your infantry need to only distract the enemy infantry from the front, and don't need to be strong.
With factions such as Circenn and Strathclyde, you don't need to form a stationary battle line. Having lots of missiles and cav means that mobility is your friend, while staying stationary to get into a slugfest is usually a very bad idea.
Don't forget that many Strathclyde units have the ability to do "Guerllia Deployment," which ties into the idea of being mobility focused.
Use the speed advantage of your missiles and cav to draw enemy infantry units apart from each other, and to tire them out by having them chase you. Tired units suffer both morale penalties and combat maluses. Moving units are also not able to form full shieldwall and lack bracing and cohesion bonuses.
Even very heavy infantry (Daneaxes, thegns, etc.) will suffer severe casualties if they are hit in the rear or flank by cavalry while moving. If this is combined with fatigue and being under missile attack, they'll suffer huge casualty rate (i.e. the rate of unit deaths), which in turn causes morale drops. A high casualty rate within a short time span is usually more damaging to a unit's morale than sustaining larger numbers of overall casualties, which is especially useful to understand when attacking late tier ("elite") infantry.
This is why catching late tiers between missile attack and flank/rear charges, and while they are moving + fatigued = routs.
Forces with lots of cav and missiles can be extremely powerful; they just require a lot of micro management to exploit the most effective tactics suited to them, which are movement-based tactics. These type of tactics usually require having units spread further apart, and in several locations on the battle map simultaneously.
If the micro doesn't suit you, I'd suggest avoiding the Gaelic and Welsh factions, and instead sticking with a faction that uses more static formation tactics, regular lines of shieldwall and such, such as the GHA or Anglo-Saxon factions.
Thanks for this - shifting my army composition a bit did make a big difference. 4-5 archers and 4-5 cav seemed to leave enough room for more infantry to hold the line, and made it easier for me to actually micro my skirmishers/cav a bit.
Thanks for the tips!
I'm most familiar with the earlier TW games (like the original RTW and mods based on it), so I needed to do a bit of adjusting here I think. The principles are still the same - micro, drawing units apart, flank/rear charges are all things I do in RTW - but the mechanics of the units feel different enough here that I wasn't confident in the same tactics working.
I think I haven't played with guerrilla deployment enough to use it effectively. I suppose one strategy would involve just hiding a few cav units off to the side, to spring on the enemy from the flank/rear as they advance toward your main army? I don't see a lot of benefit to using it on the attack, since as you say it's better to hit the enemy when they're moving, not standing still. And I've been reluctant to send out archers unsupported, far ahead of the main army, because archer duels seem very punishing on VH (and Strathclyde's archers are generally poorly armored), and the AI would probably rush its cav at me anyway. But maybe I'll give it more of a try with a next go-round.
I *did* manage to turn around the campaign though, and beat the English in the field enough times so that I was able to eventually get a ceasefire and go on to win my first short Fame victory. :)