Greetings, noble warlords! I am already very acquainted with this forum since I have browsed every post published the last year(s) in the last weeks. Nevertheless, I am new since I have never posted myself and want to congratulate everybody on these great and interesting guides, tips and discussions which opened real new dimensions for my own gameplay.
I have still some questions that have not occured in previous topics and experiences to share on some of the more elaborate parts of RTW. All these questions and observations relate to RTW 1.5 vh/vh
Rebels:
Appearance of rebel armies seems to be fully coincidental for me, except that there seem to be some regions preferred by them. Is it possible to mod the game that the probability of rebel occurence is linked with the moral of the corresponding city? That would boost the importance of rebels in the game a lot, and would have a quite strong and interesting impact on gameplay.
Pleading for peace with roman fractions:
How do you get a peace treaty with rome? I guess you have to make peace with all remainig roman fractions in the same turn, otherwise it seems to be instantly cancelled. Any tips ?
Elephants and cities:
I have read several posts that elephants are not suitable for fights in cities and I totally disagree. Just one example: I sieged tarentum (palisade) yesterday using 1 4star general (27), 2 units of elephants (1x12, 1x10) and mercenary hoplites (ca 60). AI sallied with 1 5star general (54), 6 hastati and 3 velites. I rushed to the entrance with my hoplites and stopped his first approaching units. The moment my hoplites started to take damage, the doorway was completely crowded with enemies and I commanded my eles to counterattack the enemy general (unit behind everything else) followed by a rush of my own general as support. No enemy unit made it back to the town square, approximately 4/5 of the enemies where trampeled down in the entrance zone. Units lost: ca. 15 hoplites, ca. 5 cavalry.
Tips: always keep elephants moving, always head through crowded units, never stop, beware of ranged attacks, never stop ;-)
Chariots:
I have read various posts about troubles fighting chariots. Chariot archers can be a real pain if you have no classic counter but heavy chariots can be killed by almost any combination of 2-3 units. Always keep in mind that a moving chariot is a threat and that a stopped chariot is a dead chariot. Lure your enemy where he is less mobile and has to slow down, woods are perfect for this, but also high hills, city streets etc will do. Attack him from the side with a hidden unit and he will stop. Rush in and slaughter. (Ironically wardogs are perfect to finish them off, since he has no defence and they are fast but do not count as cavalry. There are so many tricks with this hounds, it is amazing)
Hills and horses:
It seems to me that in a downhill race of massed cavalry hitting infantry, lots of my horsed troops simply die from the impact. This is especially annoying if you want to finish off a weak unit that would rout instantly independant of the extra downhill charge. Anybody who can confirm this point of view?
I have still some questions that have not occured in previous topics and experiences to share on some of the more elaborate parts of RTW. All these questions and observations relate to RTW 1.5 vh/vh
Rebels:
Appearance of rebel armies seems to be fully coincidental for me, except that there seem to be some regions preferred by them. Is it possible to mod the game that the probability of rebel occurence is linked with the moral of the corresponding city? That would boost the importance of rebels in the game a lot, and would have a quite strong and interesting impact on gameplay.
Pleading for peace with roman fractions:
How do you get a peace treaty with rome? I guess you have to make peace with all remainig roman fractions in the same turn, otherwise it seems to be instantly cancelled. Any tips ?
Elephants and cities:
I have read several posts that elephants are not suitable for fights in cities and I totally disagree. Just one example: I sieged tarentum (palisade) yesterday using 1 4star general (27), 2 units of elephants (1x12, 1x10) and mercenary hoplites (ca 60). AI sallied with 1 5star general (54), 6 hastati and 3 velites. I rushed to the entrance with my hoplites and stopped his first approaching units. The moment my hoplites started to take damage, the doorway was completely crowded with enemies and I commanded my eles to counterattack the enemy general (unit behind everything else) followed by a rush of my own general as support. No enemy unit made it back to the town square, approximately 4/5 of the enemies where trampeled down in the entrance zone. Units lost: ca. 15 hoplites, ca. 5 cavalry.
Tips: always keep elephants moving, always head through crowded units, never stop, beware of ranged attacks, never stop ;-)
Chariots:
I have read various posts about troubles fighting chariots. Chariot archers can be a real pain if you have no classic counter but heavy chariots can be killed by almost any combination of 2-3 units. Always keep in mind that a moving chariot is a threat and that a stopped chariot is a dead chariot. Lure your enemy where he is less mobile and has to slow down, woods are perfect for this, but also high hills, city streets etc will do. Attack him from the side with a hidden unit and he will stop. Rush in and slaughter. (Ironically wardogs are perfect to finish them off, since he has no defence and they are fast but do not count as cavalry. There are so many tricks with this hounds, it is amazing)
Hills and horses:
It seems to me that in a downhill race of massed cavalry hitting infantry, lots of my horsed troops simply die from the impact. This is especially annoying if you want to finish off a weak unit that would rout instantly independant of the extra downhill charge. Anybody who can confirm this point of view?
[This message has been edited by Demokritos (edited 06-12-2008 @ 10:31 AM).]