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EricTerminator
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May 25 2010, 01:07 PM
Post #1
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AEE Peregrinus
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- April 8, 2010
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Hi all !
Although I've been playing RTW and some of its mods for nearly 6 years, there are a couple of things that resurfaced while playing AEE and that I don't fully understand, so I hope some of you can explain these details to me :
1) How do the Defense values count when a unit gets attacked ? There are 3 values ; Armour, Defense Skill and Shield. If my memory is good, Armour is accounted for attacked coming from anywhere, Defense Skill for the front arc, Shield for the left-front arc. Anyone knows the value for those arcs, and how do the values add up ?
2) What are the effects made by the different types of weapons ? There are 3 types of weapons : Light, Heavy and Missile. What do they do ?
3) In AEE, a lot of units have the special abilities "Wall of Shields", "Form phalanx" and "Shiltron". What do these skills do exactly do ? I mean, all those skills are primarily defensive skills, but I'd like to know on which arcs these defensive skills operate, and how do they affect the offensive values.
See you
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Preskinn
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May 25 2010, 02:33 PM
Post #2
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AEE Foederatus
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- April 24, 2009
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Took a look over at TWC and didn't find anything in the FAQ's but found some stuff that might help.
Quoting NobleNick:
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I do not know exactly how the mechanics work, but I can say that it is more complicated than has been explained here. What happens if the defender's defensive skill is 5, shield bonus is 4, armor is 6, and the attacker's attack value is 1 (i.e., a Peasant)?
When 2 units attack each other, the attack and defense values for both units come into play. Unit A's attack and Unit B's defense decide if an individual attack by one man in Unit A will land on one man in Unit B. At the same time, Unit B's attack and Unit A's defense will decide if the blow by Unit B's man will land. Blows continue to be traded, until one man goes down.
Shield and armor values do come into play; but there is no shield bonus for the defender, if attacked from the rear or from the right (since the shield is held in the left hand). IIRC there is some degradation to the numbers for armor or defensive skill, if attacked from the rear.
Defensive skill is considered to be zero if the attack is a missile attack."
"...weather and terrain alters the equation. For instance, troops which are uphill and fighting down get a bonus over those downhill and fighting upwards. Archers lose effectiveness in the rain. Some troops also get bonuses in snow, forest or desert. Some (like spearmen) get very big bonuses fighting against cavalry.
And Valbruch:
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And Effective agains Armour halves the armor value I believe.
On unit types by Dr Croccer:
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Light Archers Example: Roman Archers. Fast, sucky defence and long range. At a distance deadly but can get owned by even Horse Archers in melee. Missiles are good against most opponents except Heavy ones, notably Generals, Elephants, Chariots and Phalanxes.
Light Skirmishers Example: Velites. Light and fast. Have medium range. Their missiles are better than arrows against Heavy opponents and should be used in that way. Like Archers, they can't really defend themselves. Javelins are good against all opponents
Slingers Like above^. However, they have a shorter range and CANNOT FIRE UBER TROOPS. Their missiles are powerful and can easily take out most Light troops, they don't work so well against Phalanxes and uberinfantry, like Urbanites.
Heavy Arches Example: Chosen Archers A lot like Archers only well-armoured. They can outlast most fire-fights and can even defend themselves against Light Swordsmen. Dunno if their speed is affected though.
Heavy Skirmishers Example: Illyrian Mercenaries Like Skirmishers, only way better at defending themselves. The large shield helps and they can win against most lighter troops in a hit-and-run fight.
Light Spearmen Example: Town Militia Like most Light units, sucky but fast and cheap. The Light Spearmen do have the advantage of what I like to call the ''Bounce-Effect'', most notable in BI with the Shield Wall. This means that most cavalry that run into them from the front (giving that the LS have the time to defend themselves) don't run over them but instead bounce back to Earth and have to fight by hacking and stabbing. This is a massive advantage, especially if you have a horde of these guys ready to surround and kill enemy cavalry.
Light Swordsmen Example: Iberian Infantry Extremely bad in defence, since most of the time they only have a shield the size of a dish to defend themselves. Better in attack though, since swords are better than spears against other infantry in most cases. Still, they are easy prey for cavalry and should be used en masse.
Heavy Spearmen Example: Triarii Pretty powerful. Their main power lies in defence and offence against cavalry. They aren't so good against infantry though (I believe a guy once lost against two units of BarbPeasants with one unit of Triarii.)
Heavy Swordsmen Example: Legionary Heavy Swordsmen are ownage overall. They have good defence and offence against other infantry and are reasonable against cavalry. Their only drawback is that they often have heavy armour and are fairly slow.
Phalanx Example: SPARTANS!!!! Phalanxes are like bills: Big, annoying and you have to face them eventually no matter how hard you try not to. Attacking them from the front is suicide, unless you are fighting against a light Phalanx. Attacking heavy ones is hard. Harder than trying to crack a diamond with a Jelly Bean. Possible solutions are to bombard them with artillery fire, hit them with Scythed Chariots or hold them busy with a unit you can waste and hit them in the flanks with another one. Phalanxes are slow as hell but smart guys/AI will often disable the Phalanx when running from enemy fire.
Hope some of it helps // Pre
Edited by Preskinn, May 25 2010, 02:34 PM.
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EricTerminator
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May 25 2010, 03:11 PM
Post #3
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