gdrover -> RE: UPDATE! (4/20/2016 8:26:47 AM)
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ORIGINAL: Uncle_Joe Looks like a good start depending on how extensive the Battle AI tweaks are. I'd still like to see some reason to want to hold territory in the long run and some risk for Cav charging ordered infantry (the Cav vs blown Cav mod doesn't seem like it'll change that dynamic as I rarely charge enemy infantry as long as their Cav is still active because I thought there was already a benefit for counter-charging). I think Cav should be MUCH easier to 'rout' so that they aren't quite so re-usable. Sure, over time you could coax them back and then get them back on the line but that would limit how much damage they could do. Anyways, looking forward to the patch and if you want to do some sort of beta test program, you know where to find testers! ;) Think of the cavalry charges on unprotected infantry in this game as if the cavalry were 'threatening' to charge but not charging home. They are keeping the infantry pinned in square by being nearby ready to charge, but are not galloping into the squares. They may still elect to charge if the square looks unsteady or is starting to break under the pressure rom the attacking infantry or artillery (thus the targeted infantry may still be overrun.) Each attack in this game represents the cumulative efforts of the all of the forces attacking them and all forces supporting on the defense. So while the game focuses on each unit one by one, the bonuses and thus chance to win take into account the entire area. So thinking about each unit attacking or defending by itself is not a complete and accurate depiction of what is going on. It's only part of the picture. The bonus for counter-charging disordered cavalry (or in some cases stationary cavalry) that have just pinned an infantry unit in square, represents the need to 'win' the cavalry fight and dominate the area before one side can safely focus on the infantry.
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