Aw bless! Good to hear that you survived. You are, as my grandmother would have said, a ‘brave little soldier’.
Hell, not me. Having to steer them into position then steer them back to safety would be a no-go with my lack of ‘drill’. Also, getting them to the level where they’re actually useful is, I’d imagine, a very bloody experience.So, the idea behind this build was to explore the viability and possibilities of the Velites. Someone (literal sum1won, or maybe possum, maybe even you?) had good experiences with them
1142k is *fine* for a ‘first attempt’. It’s exactly my build/purchase order but with a fourth auxilia chucked in. I’m still very curious about those archers, though: logically, the fourth auxilia should steal points from the archers. But yet again, you’ve got all your archers far beyond the megabow line. In my 20+ completed games I think I’ve reached Philippi without a megabow more often than I’ve got there with 2+ megabows. Starting to wonder if there’s actually some difference between the Mac and Win versions? IT'S THE PATCH!Yep, what the title says, and more. This is not only the final army, these are all of my units that I purchased during this run. No pincushions at all, not a single peasant was hurt, not a single pretorian was bought, not a single mammoth was risen from the frozen grave only to be slaughtered, not one pincushion. Result kinda speaks for itself, this is sooo 2011.![]()
Yeah, I love those guys. Not the archers, obviously, they’re anonymous, but every infantryman is special to me. Some of them have served with me since the days we used to massacre farmers. Hell, I’ve even bought them boots. Boots!Butt! Other than the final fame, this was unexpectedly enjoyable run! I had a strong bond with every unit. I gave them bis equipment without hesitation, and instead of counting every penny, I could be more than generous. The run was also surprisingly fast and relaxed due to a much lower level of micro (battle ballet) and macro ("crap, I forget to delete the half dead pretorians before mass heal, reload pls") managment necessary; I think that it took me half the time of the normal low-pincushion runs. It was also both a novel experience and a nostalgic one: I played like this back in mid 2000's, and I had totally forgotten that this leads to a much different, much more interesting and yes, much nicer gameplay.
Ah, so it’s the patch that ‘neuters’ your archer progression!...as you might have noticed by the Legate's final level, I finally patched my game.
*points and laughs at your pathetic archers*
Heh. Not sure why that should be in terms of ‘working’, but I guess the two extremes are easier to maintain. ‘No more than 100 innocents with pitchforks per battle’ would be a strange compromise.Imho you either go full war hero or full war criminal, nothing in between really works.
My three aux are probably slightly more advanced at Vadimo Lake - L14/15 - which makes sense given you’ve got a fourth unit stealing points. In my usual game they’ll be W3/A3 with master feint/sword/endurance + disciplined formations. The setup is *always* like this:I'm also really surprised with Vadimo Lake, I'd expect four lvl 12 - lvl 14 Auxilas to fare much better against what is mostly a greenhorn army of heavy infantry standing in rough, but they always bleed my nose.

(No idea why imgur has decided to double the size of that image)
The lefthand aux (the best unit) will eventually be killed. The front two archers on the extreme right will ‘seek’ the far right cavalry, which 90% of the time will break or be drawn to the advancing aux. The advancing aux, as long as it reaches the rough, can hold and will usually survive the battle (in my save scumming game they got away with three casualties). While that’s going on, the archers and remaining aux RUN LIKE HELL to point X.
Which ones? At W6/A6+ with Achilles armour, there’s not much that scares end-game auxilia. Nicopolis and Zela can get pretty bloody but less bloody than with a heavy/’flat’ infantry. Apart from Africa...And for the love of Jupiter, I need to keep my Auxilia at home for several battles towards the end of the whole show.
What, ‘lost lost’? I can’t remember how many casualties you’re allowed, but I’ve never had to keep count. Archers bottom right with a guard aux to their left; another aux on the bottom of the centre/left ridge to distract a couple of cavalry units then take out the right hand skirmishers.; third aux bottom centre/right to get SMASHED by remaining cavalry. If you built a ‘hero horse-killer’ (which is useful for the consecutive battles Nicopolis, Zela, Africa, Thapsus) it’s possible to win Africa without breaking: W8/A8, expert protection from cavalry and GM3 anti-cavalry should do it!Also, I replayed Africa for like thirty times, and not just for a better result, but simply because they defeated me no matter what.
Oh, and your own cavalry has absolutely no role in the battle. Sorry.
Nooooo, I can IRON MAN with my regular build, so you can too! But I think we’re agreed it’s not as much fun as a ‘high score’ game: it’s essentially 50 battles which simply cannot be lost (unless you get your legate killed in a ‘general must survive’ scenario), a dozen battles which can be lost if you play spectacularly badly, and perhaps six or so battles which require proper concentration to meet the victory conditions. Versus ‘every battle/heal point counts’.I started two IM games this week, not finishing either one of them. In fact I may have made a core development issue during the 2nd try, as I tried an unusual start with the Nobles. The idea was that as long as I don't care about the fame, I may simply develop a fast early core (Nobles + 2x Aux) with enough gold for pincushions so that I can build the Archers Horde asap, followed by some Triarii and Aux Cav to pack a punch.
Surprisingly, I lost very early, at Aequi Riders to be precise. Now, excuse my excurse, but this is the core issue (pun intended) of the IM challenge: you simply cannot deviate from your tried and true core army, battle plans, purchase order. So what's the fun then? Namely when the fame goes out of the window, AND you still can lose to a disengage bug, or enemy leader's ZOC extending all across the map, or random dude dying two seconds before the time limit, or random enemy guy NOT dying in the same way, or archers splashing to death with dumbos, etc.
In its current form, Iron Man challenge doesn't thrill me. The self-imposed restrictions are all that makes the difference from a "normal" run, I don't think that Slitherine will make a datadisk for 18 y/o game, so we're stuck with what we got, and I don't really enjoy that, namely when it seems like the best Iron Man army could be some kind of a 20-units behemoth that rolls over the enemy without consideration for our own losses. I may very well be proven wrong, but I cannot imagine that anything less than a complete juggernaut of an army could have enough punch for the 68 scenarios, although it would certainly bleed the fame.
Enough early power, four Auxilia to fight in the woods, many fast archers, two extremely powerful anti-cav dudes, two more horsemen for improved mobility in time-limited battles. Could this work? I may try this on the next Fri/Sat nights.
I’m not going to make another save scum attempt (was just curious to see what sort of total I could rack up, but 20+ attempts at a battle and *never* beating your average score for that battle is uniquely frustrating and un-fun). Which leaves us with high score games...
I could start playing the ‘100pt penalty for every repeated battle’, and have arguments with myself as to whether ‘restarting after three seconds because you set all your archers to charge by mistake’ incurs a penalty or not. But actually, this isn’t a very attractive prospect either right now. I reckon I might have exhausted the ‘three aux / four archers / one cavalry’ format; if I’m going to continue to play (without another break of several years) then I’m going to have to create new targets. It might be time to revisit the ‘no archers challenge’!
My aux cavalry sit out battles ‘off the map’ where possible for the free points. It’s genuinely useful the very first time in my (very established) routine: I buy before Heraclea and they’re not deployed, but they’re then ‘eligible’ for grade 1 weapons/armour ahead of Asculum. I can nurse them up to L7/grade 3 while barely using them in time for their first ‘test’, which is Adys.I think that there's some hidden experience resource... Yeah! And on the 1st try the scouts gained few experiences although they killed more units then on the 2nd try; the peasants didn't even kill anybody, yet they still gained some exp. Interesting, if I knew about this, I did forget that. Gotta use this knowledge!
Interesting to see the points distribution you get from the first battle. My legate and auxilia get 101pts each; it makes sense that your rubbish scouts earn more, but it’s strange that in the second instance your legate gets the same XP as non-combatant units despite making six kills.
And what’s your legate doing, surviving that battle!? I make it a point of honour to be killed in four of the first five battles!
...says the pincushioning war criminal.Hernici Farmers ... has a really powerful intro, I always root for the farmers, they are neither cowards nor weaklings.
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Okay... tried another, more ‘considered’ IRON MAN while trying out a different skills path for my auxilia.
My regular path has always been endurance > swordsman > feint right up to ‘expert’ level (nine progressions), then discipline formations; then ‘master’ end/sword/feint. That brings them up to L14 starting from around Arretium, at which point I develop anti-elephant skills. The anti-inf/cav skills are left until much later in the game.
This time around I stopped at advanced end/sword/faint, followed by anti-inf/cav skills. By Cisalpine Gaul my most advanced auxilia was at L16 with expert anti inf/cav; additional skills were disciplined formations, expert endurance (to try and staunch the blood-letting), and basic anti-elephant (because those big grey boys are starting to loom on the horizon). The other two were L15 without the anit-elephant.
And they got DESTROYED. Didn’t record the score, but all three of them were routed. Just as they were kinda destroyed at Cisalpine Gaul (51 casualties, in recent ‘honest’ games it’s been mid-30s). And Arretium (46 casualties, when usually 20-25). Sentium and Samnites: a combined 59 auxilia casualties (plus a dozen or so suddenly exposed archers), when usually it’s around 30 casualties of all kinds in total.
So... what ‘anti’ skills provide is an increased chance of a critical hit. ‘Expert anti’ means a +15 chance, but there’s no indication what this actually means. I’m assuming it’s not a % figure – three levels of progression for a +15% chance is pretty expensive – but there’s no ‘critical hit’ bar in the squad stats so there’s no way of telling what the base level is. Ditto ‘protection from’: it’s an invisible stat.
Regardless, even if *every* hit is a critical hit, you’re still not going to kill your enemy if you’re unable to hit them!
I don’t have all the progressions to hand but Auxilia have a base ‘melee attack’ (ie chance to hit) of 9. ‘Advanced swordsman’ is a +6 to this; I’m guessing that ‘master’ is +12 (GM3 is +20; Achilles armour adds +10). Base ‘melee damage’ is 14. ‘Advanced feint’ is +7 to that; ‘master’ is +18.
In short if feels as though feint and swordsmanship are *far* more significant that anti- skills, certainly when playing my regular tactics. The exception, of course, is anti-elephant specialism: I assume that they need so much cumulative damage to kill that auxilia *need* to have the occasional ‘critical hit’ to stand a chance against them.
Any thoughts on that one?