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Ranged
Troops
Posted by CDTXXX at the WarOnline.Net forums
(Without any spell verification! :))
As regards most troops, if you're
not using melee troops (which usually work with the rock-paper-scissors
system), then you'll be using ranged troops instead. Flying
troops are not part of the main campaigns yet, so we'll leave
them for now. Your choice of troops is generally 'r-p-s' troops
or ranged (or a mix).
A few things are common to most/all
ranged troops. First, you can attack from a distance (obviously
:-) ).
Second, if you shoot melee troops or ranged troops who aren't
in range of you, you get 'free shots' (explained below).
Third, a hand-to-hand/melee/ close combat attack has a very
bad effect on most ranged troops.
Fourth, they have generally lower health than their melee
counterparts.
Fifth, less damage is done the further out they attack. Shooting
a target right next to you is more effective than firing at
one that is on the edge of your range! :-)
Finally, they generally have a 'shadow' so you can see what
they can hit from where they're currently at.
There are 4 standard troop types
for this group.
Archers:
The 'basic' troop. Archers have
a decent range, but like all basic troops, need high numbers
to be effective and have no bonus. Effective in the early
game, but a liability later.
Arbelestiers: the 'advanced'
troop. Have the shortest range, but one other useful feature
- they also do standard damage in melee combat. In other words,
it's not such a big deal if they get outflanked and hit.
Ballista:
The 'expert' troop. They have
the longest range of all the troops - but it's worth noting
they can't always see as far as they can fire - so you may
need to scout ahead a little first by sending a troop or two
in front.
They also have two bonuses - one is a resistance to other
ranged attacks (only 50% damage suffered), the other is a
damage bonus that is based on the size of the stack you attack
(bigger is better!). Quite deadly against less 'advanced'
troops.
Finally, the slowest of the ranged troops. Bear this in mind
if you think you may need to retreat later!
Marksmen:
The 'master' troop. Also the
only troop not to suffer any penalties for firing at long
range.
Factor in the following - the
more 'advanced' a troop is, the fewer you can train, the more
health/damage each one population point does - the more you
get for killing them, and the higher their intrinsic 'skill'.
'Skill' gives bonuses of extra/reduced damage when applied
in attacking/defending against another unit. It will be covered
later...just note that for now you can get a few more % protection/damage
for it!
As already mentioned, ranged
troops suffer a huge penalty in attack AND defence if fighting
close up. The combined effect of bonus/penalty is such that
the attacker is FOUR TIMES more efective than you are...!
Even if you do get attacked in this way, don't just shoot
back - take a step away first, or you'll suffer under this
rule!
The 'free shot'. As you probably
know by now (unless you've not attacked anyone yet), when
you fight close-up both units take damage (assuming the other
guy has not counter-attacked too much already!). Even large,
powerful units will eventually be worn down by this.
However, say I decide to shoot your 'scouts' with 'marksmen'
instead of using 'pikemen'. The 'scouts' will not get the
chance to do damage in return - they will only suffer. The
effect is that you get to attack someone - at no cost to yourself.
Hence the term 'free shot'.
Clearly, when two balanced armies fight, a side that gets
many 'free shots' will have a clear advantage. When in combat,
being able to kill these ranged units is a TOP priority, and
it's worth retreating a little if you can't get them straight
away - you do yourself no favours by giving your opponent
more 'free shots'!
Use of ranged troops:
The first way you could use
these troops is to have ONLY ranged troops. However, that
leaves you open to melee attack. The other extreme is to not
use them at all - but then you get no 'free shots', and you'll
probably be taking casualties before you even get to attack.
So, the best policy is a mix - as many melee troops as you
need to protect the ranged troops. Don't forget you can also
use terrain to cover the approaches as your army marches through
the wilderness - it'll save you from needing so many melee
troops.
Again - the priority troop to
kill in ANY combat are the ranged troops. They're the ONLY
ones that can do damage without being hit back.
Choice of troops:
What you MUSTN'T do is pick
some of everything. It's much better to choose one type of
ranged troop and make full use of it's advantage. Ballista
are excellent in sieges, because they keep the enemy back.
Arbs even have a use in 'Ultra' games, because after all,
you can't be sure someone won't attack them with melee troops
in the night!
At the same time, be aware of
the weaknesses of the troops you pick. If you have a lot of
archers, stay WELL clear of the more advanced ranged troops
unless you wish to be massacred! And again, if they aren't
arbs, they need guarding from melee troops....
There's one notable exception
to the four units. The catapult - the fifth. It's not a true
ranged unit - it's designed to destroy buildings. If you attack
units with it, the damage is GREATLY reduced. Also note it
has no 'shadow'...so you'll have to count 'squares' yourself
:-)
We won't go any further into
catapults though...'siege' troops ar reserved for the next
lecture - on the 'Max Damage' system.
Following will be the specific
stats, data and rules for this lecture....
Online Manual:
Ranged Characters: If any army
of ranged Character type (AttackType 4-5) gets involved in
melee combat, then that army takes a severe damage penalty.
eg. If Archers try to attack any army in melee combat (1 sqr
away), then the Archers army will only end up doing 50% damage
while the enemy army would inflict 200% damage. This is also
the case when defending in melee combat."
Bonuses when inside buildings:
- Outpost = +1 range bonus
- Barracks = +1 range bonus
- Towers = +3 range bonus
Troop ranges:
- Archers have: range 6
- Arbs have: range 4
- Ballista have: range 9
- Marksmen have: range 8
- Catapults have: range 7
WARNING:
Squires have 50% ranged defence.
Ballista have 50% ranged defence.
Battering Rams have 50% ranged defence.
Catapults have 50% ranged defence.
Dev. News December 2001. Don't
know if this is still the case:
"Altered range penalties
for all ranged troops. At 2-3 = 100%, 4 = 90%, 5 = 80%, 6-7
= 70%, 8 = 60%" |