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Also commanders with bows can be set to fire rearmost units.
If you "don't bother with magic", you certainly play single-player anyway. I bet you could win multiple games with just 1 kind of unit or with many other and various approaches there.
Playing vs players is totally different.
In my most recent game I'm playing with Sceleria and using the Ala Legionaires as my main frontline troops and they have 14 protection and tower shields and also 2 javelins which they use before combat. Putting a line of indy shortbows behind the frontline is a way of increasing their firepower considerably and their equipment means friendly fire casulities from arrows and javelins are low. That is certainly not the case for the poorly equiped longdead that often accompany my troops in battle. They suffer as much from friendly fire as from enemy action, but they are expendable and easily replaced by the Cultists generating 4 per month. You can consider the longdead to be a sort battle magic that is cast before the battle.
Give Sceleria a try if you want to use archers with other troops effectively, I haven't seen any better solution to the problem of friendly fire. In general you need to use troops with shields and enough armour to resist the type missiles that your troops use. That works against enemy that have lighter armoured troops but against heavily armoured troops it is probably better to leave the archers at home and recruit troops with high damage weapons like halberds. I find that longbows and especially crossbows are almost impossible to use without significant risk of friendly fire casualities as they do more damage and crossbows get armour piercing as well as piercing for 70% reduction in the protection of the target. Only heavy armour like Ulm blackplate (protection 23) and their smiths casting ironskin on the troops can give much protection against that sort of pentration. For human sized troops it is better to rely on spells like ethereal and luck to resist crossbows rather than heavy protection.
Also, if facing a opponent who has lots of crossbows, massed archers are good for taking them out, as your archers fire 2x as often, so can kill the crassows before they kill alot of you infantry with there armour piercing bolts.
Also, archers destroy opposing units like barbarians, low protection stuff with ease.
Having done just this...on more then 1 occassion...I find it very, very enjoyable...you after do it in neutral or higher scales thou, doesn't work / or is not as effective in cold dominion. With heat 1 scale those fire vulnerability units burn to death, the fire won't go out...
Most archers are really weak and could absolutely use a buff
Casting spells like "Wind Guide" will greatly improve the effectiveness of all ranged attacks by all friendly units on the battlefield.
So just combine these and suddenly all friendly fire goes away. Combine the fire arrows and the "wind guide" percision boost and suddenly things get melted away.
Yeah I do only play singleplayer, although playing against normal AI they usually figure out how to outclass me yet still, with their magic super units that kill 50+ a battle by themselves. Forces me to go into the magic tree to figure out how to get rid of it. Or if I'm playing Ermor, they spam preists and tend to melt my undeads if I don't have loads of anti-preists and some unbanishable-summoned-boys. Early-mid game for me is just spamming armies, then late game I figure out that I need magic and turtle till I figure out a good tactic. (usually involves spamming more armies, but this time made of forest animals or some sort of ethereal)
Ps I have 200+ hours and still don't get magic that we'll. I seggeat you warch this totorial series. https://youtu.be/FMIQfYIkrjA
I will say that archers seem to have gotten more conscious of friendly fire in recent updates. I remember in the early days of Dom4 you could send a SC into the enemy confident that enemy archers would fire away and mostly hit their own troops. Now they advance until they have a good chance of actually hitting their target. Watching a crowd of Crossbowmen march up to an enemy Linnorm and pepper it to death at close range was quite satisfying.
In general, large battles make archers better. If your enemy brings 100 archers with flaming arrows to the big clash and you have done nothing but mass infantry, then you are going to notice.
As for magic, it is the key to the game. Beginning to effectively use mages in battle is a sign that you are progressing to intermediate play.
If you have reliable skeleton spammers, archer fire can be the additional force multiplier that allows skeles to steamroll over otherwise superior melee fighters, especially if those arrows are doing fire damage.