RE: Howitzers
Posted: Wed Aug 03, 2005 4:34 pm
Ahauschild,
I agree you can win with that unorthodox army composition. That’s why I think some unit stats should be changed to give a balanced army the upper hand.
My suggestions are:
Artillery shouldn’t be able to move/turn and fire in the same turn, and should be more vulnerable to flank/rear charges.
Skirmishers shouldn’t be able to form squares. Any skirmishing unit in plain terrain should be wiped out by a charge.
Cavalry needs a lot of tweaking in my opinion. Cav units should be 5000 men strong, and more vulnerable to inf fire. Any cav standing at close distance in front of a formed inf unit should be doomed.
Turning should cost cav a lot of MP, to make the “advance past the enemy - make a U turn – charge” tactic impossible. A player would need a clear straight path to the target in order to charge.
OTOH, cav in general should be easier to reform –lights easier than heavies though- and more capable –especially the heavy variety- of disrupting the enemy’s formation with a flank/rear charge. This would make cav good at flanking –with a wide detour, not the current U-turn I think we all use- and at chasing fleeing units, but a lot more weaker in frontal fire exchanges and unable to hold a line against inf.
I like your idea of making arty able to fire at 25% over obstacles. And I would eliminate howitzers, nobody use them anyway.
I agree you can win with that unorthodox army composition. That’s why I think some unit stats should be changed to give a balanced army the upper hand.
My suggestions are:
Artillery shouldn’t be able to move/turn and fire in the same turn, and should be more vulnerable to flank/rear charges.
Skirmishers shouldn’t be able to form squares. Any skirmishing unit in plain terrain should be wiped out by a charge.
Cavalry needs a lot of tweaking in my opinion. Cav units should be 5000 men strong, and more vulnerable to inf fire. Any cav standing at close distance in front of a formed inf unit should be doomed.
Turning should cost cav a lot of MP, to make the “advance past the enemy - make a U turn – charge” tactic impossible. A player would need a clear straight path to the target in order to charge.
OTOH, cav in general should be easier to reform –lights easier than heavies though- and more capable –especially the heavy variety- of disrupting the enemy’s formation with a flank/rear charge. This would make cav good at flanking –with a wide detour, not the current U-turn I think we all use- and at chasing fleeing units, but a lot more weaker in frontal fire exchanges and unable to hold a line against inf.
I like your idea of making arty able to fire at 25% over obstacles. And I would eliminate howitzers, nobody use them anyway.