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Author Topic: Let's Play! Medieval 2: Total War  (Read 24011 times)
HappyKitty
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« Reply #100 on: December 15, 2008, 06:27 PM »

So hey, I've got a question:  What kind of army should one assemble to fight, say, a few thousand horse archers?

You know, hypothetically speaking.

This happens to me all the time in Medieval 1. I'm not sure if it changes things in Medieval 2, but here's how I deal with it:



Starting with the setup, I usually go with a horseshoe formation, especially on defense. The black rectangles represent spear infantry for cavalry defense, the yellow are archers, the green are heavy infantry to break up enemy spearmen, and the blue are cavalry. I've set up the enemy as entirely horse archers in this example, which probably won't happen, but let's just say for the sake of argument that they are.



The enemy will advance until they are within firing range. Your cavalry, meanwhile, rides out from behind (on either side, if you have the units to spare, just skirting firing range).



Horse archers will usually try to kite any units that advance on them directly, so you have to really be proactive in using cavalry to flank them. Once your cavalry moves up enough, they can make a big U-turn, and charge the horse archers from behind, forcing them onto the body of your main army. The other horse archers will probably back up just a little bit, meaning you have a few units split off from the enemy's main body, and ready to be trapped.



Now comes the really fun part. Your spearmen will now swing outward, turning the horseshoe inside out, meaning that the horse archers can't escape to either side. This may seem like a complicated maneuvre, but using waypoints, you can do it without too much of a headache - and your spearmen should be pretty fresh anyway.



This done, you can move your archers up a bit, giving them a better shot at the archers trapped in the center. Also, your heavy infantry should advance, in case there are any infantry groups sneaking up with the horse archers. Your first cavalry groups are probably tired by now, so they can fall back right through the ranks of spearmen, while you bring your other reserve cavalry up to do the same thing to the next wave of horse archers. The first group should be pretty decimated by now.



The important thing about taking on any significant number of horse archers is that you must trap them somehow. Otherwise they will just keep on kiting until they run out of ammo, or they will force one of your cavalry units into chasing them down the whole battle. So it's best if you can trick them like this. Just remember to close the horseshoe - otherwise, this will happen:



Instead of running onto the spearmen like mongoloids, they will do the smart thing and sneak off to the side - then you're fucked, because the remainder of the enemy will start advancing, and soon you'll be completely surrounded.
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« Reply #101 on: December 15, 2008, 11:11 PM »

I've fought the Mongols a few time in M:TW1 as eastern civilizations, and I typically own the region they pop out at with 20,000 troops.  My strategy for dealing with them involves an army similar to HappyKitty's, but with a much cheaper strategem: Kill their Khan.

I don't know if its the same in M:TW2, but in the first game, if a faction's lord dies and there is no heir, the forces of that country turn into rebels. When the Golden Horde appears they're without a heir, meaning that if you can kill the Khan with a few turns you can render them virtually inert.

What I typically did is use an army that is at least half spearmen, with the rest divided between archers and medium to heavy cavalry. Find yourself a nice wooded hill and force the Mongols to charge up to you. If and when the Khan attacks (and given the game's AI, this was typically early), charge forward with any uninvolved wings of the spearmen forces while at the same time cutting off his retreat with your cavalry.

If all goes well you kill the Khan and rout the first 1000 troops of the 20,000 Horde, buying you enough time to withdraw and save your army. You'll be left with a region dominated by thousands of rebel armies who will occasionally launch raids of their own initiative, but the immediate danger is pass. If you're unable to whittle down the Mongol remnants you do run the risk of the faction re-emerging and regaining control (as well as just popping up randomly with some armies, but that goes for all factions), but generally they serve as a nice buffer force. In one instance, I even had the remnants go over to my faction after a few years for no discernible reason.

For normal battles I would follow HappyKitty's strategy, which is much more detailed that my "hit them with more infantry than they have arrows" strategy.
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« Reply #102 on: December 16, 2008, 04:21 AM »

Without spoiling tomorrow's update, allow me to provide a little perspective here.  I currently have the largest military of all the starting factions.  Naturally, it is spread throughout my empire.  I'd guess that about half of my forces are in the Middle East.

The Mongol Horde, consisting mostly of horse archers, is over twice as powerful as my entire military.
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« Reply #103 on: December 18, 2008, 09:39 AM »

Much as I love this series I kinda wanna see the Mongols murder everyone.  I got hella love in me for those saucy old Mongols.

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The Mongols executed Mstislav of Kiev and the Kievan nobles in the traditional Mongol manner reserved for royalty and nobility; without shedding blood. Mstislav and his nobles were buried and suffocated under the Mongol general's victory platform at the victory feast. Meanwhile, Mstislav the Bold managed to reach the western side and the Dnieper with what remained of his army. To stop the Mongols from crossing to the western side of the Dnieper, Mstislav destroyed all the boats he could find.
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« Reply #104 on: December 18, 2008, 11:32 AM »

I hates me some horse archers, what with all the kiting and the shooting. I restarted an old Portuguese game I was playing where I was trying to play until the last year. Well after starting it, I realized that I had lost Jerusalem and Acre in the middle east to the Timurids and the Mongols, which are swarming all over the place, leaving me in a bit of a war of attrition. Though I have fought and won land battles against those horse archers, the losses are usually to great to leave me happy, something about Phyrric victories that just leave me cringing.

What I usually do is stock up my cities with lost of archers, a handful of cavalry ( light, med or heavy, doesn't much matter ) and hopefully cannon or ballista towers and 2 or 3 fodder units. When they lay siege to a city, I 'sally forth' then just move the fodder units to outside the gate. The AI usually takes the bait and sends a flurry of horse archers to pelt them away, that's when my walls and archers do the dirty work while I send the cav out a postern gate on a flanking run to take out what's left of the horse archers if needed, but mainly to hamstring the siege engines.

Since the AI usually sends the largest army it can in for a siege, you can usually cripple the entire army by allowing them 2 or 3 sieges and then, when they are weak, charge out and take them. Obliterating them is easier if they have a city, since AI horse archers couldn't defend a city to save their life.

Of course this is a bit of a underhanded way of winning a war, but I hate me some horse archers and would rather not give them the advantage they crave of a battle on open ground. If you must fight on open ground, pick a hill, take some siege gear to annoy them in to making mistakes, then spears, archers and Jinetes or mounted crossbowmen. And always aim for the general. Having their moral drop wins battles.
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« Reply #105 on: December 18, 2008, 11:50 AM »

Well I've managed to borrow MTW2, no Kingdoms though. I was also over excited and started a game right away without patching it. I'm playing as the HRE on normal and I'm now at war with basicly every one of my neighbours except Venice. I'm excomunnicated for the 2nd time now. No one will make peace with me, despite the fact that I'm handily defeating the combined armies of europe. I don't want to wipe out any of the factions, I just want to go crusading, but any attempt at peace is met with a "ha, there shall be no peace untill you are wiped out!"

How did I get into this mess? It went like this:

Pope calls the first crusade, I start to form an army to help out.

Milan attacks me, despite having a small army and only 2 cities. I'm allied with Hungary and Venice, although they don't help out.

I'm forced to divert my would be crusader army to fight Milan. I take Genoa, Milan refuses peace. I take Milan and they are wiped out, but by now I have missed the crusade and the Pope hates me.

France, who is allied to the Papal state attacks me. Jerks. I take Bern and Metz from them and besiege Paris. Denmark then attacks me and takes my northenmost castle.

I fail to stop fighting with France when the Pope asks me to, France was refusing peace so I hadn't stopped my siege. I get excomunicated.

I recover my northen castle from Denmark and take Hamburg from them. Paris falls to me. Both Denmark and France laugh at my peace offers.

I destroy every large French and Danish armies visible to me, still they won't take peace. By now I have the largest army and the best Finaces and am the most advanced. I'm hopping between 1st and 2nd on population and production.

My king and the pope die on the same turn, so I'm un-excommed. Still France and Denmark refuse peace.

Sicily send an army up to hang out in northern Italy, they demand 170 gold or they'll attack. Not wanting another war I agree. They attack me anyway. I wipe out their army, march down to naples and take it from them. They demand another 200g or....they'll attack? We're already at war!  I send an army to Sicily and destroy another 2 armies there. No spare diplomats to offer peace, but I bet they'd refuse too.

The new pope tells me to stop fighting France. I stop, but France attacks me and I fail the misison (???) resulting in a new excomunication.

I notice my ally Hungary is massing an army near my city of Vienna, it has large stone walls so I'm not too worried about it, but I rush in some extra troops. Sure enough, next turn they attack me. I kill them all and take their capital shortly afterwards, big surprise, they refuse peace too.

Poland now attacks me  too, their missile cav are a pain, but they don't seem to have much of an army. I'm mopping them up and expect to take Krakow shortly.

Is this massive dogpile of suicidal AIs just a result of a buggy early build or does it still happen in the later versions? I've always hated strategy games where the AI's entire strategy is "All gang up on the player and never make peace", so I hope this isn't the norm.
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« Reply #106 on: December 18, 2008, 12:12 PM »

I think its just a result of you being the largest, most powerful nation in the game.  The AI factions tend to gang up on the larger factions because they're worried about being crushed by them.  Even in the patched game you can still end up in the same situation you are in. 
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« Reply #107 on: December 18, 2008, 02:56 PM »

Based on what you described, you ruined your rating with the Pope early, and as a result you are now in a downward spiral. Because the Pope hates you so much, Pope Friendly factions (who need to expand) naturally choose you as their target. Factions that want to get in good with the Pope also attack you, because it improves their rating. And of course, whenever you have the "nerve" to punish these Pope-friendly forces, that isn't going to make you more loved, it is going to make them all hate you (and fear you) more.

In general, you cannot consider the Pope's blessing to be a "nice to have". You simply must be one of the most loved factions. All of the factions want to expand- just like you. In general they will choose whoever is not loved by the pope.  That means, when someone attacks you and the pope calls for a crusade, you Crusade and try to hold things together at home. If someone attacks you and the pope says knock it off, knock it off. I know it sucks, and it seems unfair, but you need to consider that the Pope wants a strong West to counter the Muslim threat. He will not tolerate infighting. Nor does he want a single power dominating Europe.

Reputation is important in this game- not only the reputation with the pope, but your reputation in general. Sometimes it is enough to crush the enemy force, and give them a good settlement for peace- not extracting additional tribute from them. If you wipe out a faction, especially a christian one, you will take a big hit to your reputation (regardless of how justified you feel). The problem you are running up against is that you are considered evil. The pope (arbiter of morality) hates you, and every neighbor you have also hates you because you keep beating them up (never mind who started the fight). As a result, you now find yourself in a position where people think you are Satan incarnate, and feel that negotiating with you is making a deal with the devil.

I disagree with Mongo who said that it is because you are #1. I've played several games as england, castille, france and denmark where I am far and away the largest empire in the mid game. Usually by this time, I have taken most of the Rebel settlements around me and own vast swaths of Asia Minor, Jerusalem and North Africa. And through all of this, I usually have 3 or 4 allies. (Indeed, the biggest hit to my reputation is that I must regularly cancel alliances because two allies are warring.)

But notice what I say above: Nowhere among my holdings are vast tracts of Europe. This is because it is more important for Catholics/Pope to like you than it is to get their settlements. With a good reputation, you will still get attacked by Catholics from time to time...Especially when your territory is in the way of their holdings (preventing their armies to move through- Constantinople is almost a curse). The only time I attack a European is in the rare case that they are Excommunicated. At that point, I immediately contact the pope, declare a crusade on their nearest big city and attack.

Fixing the situation you are in right now may be difficult or even impossible. But you can start by repairing things with the Pope.

1) If you are still excommunicated: In MTW you could take Rome and install your own pope. I think you can do that in MTWII, but never tried. Start there.

2) If you are not still excommunicated: Sit back. Send your diplomats around and have them trade map information. After 10 or 11 years, you will have some skilled up. (Remember that when they fail at a diplomatic effort, they may lose skills, so it is worthwhile to offer generous terms.) But remember that if they hate you enough, they won't accept much of any deal.

3) Do not take Catholic settlements. No more! You can take Muslim settlements, and in rare cases, Orthodox ones. But do not take Catholic settlements. If you are attacked, defeat his forces, but do not move into his territories. Sit back and let the war go on. Break blockades that he attempts, kill any units on your land, but do not violate enemy territory. That will just piss off the pope more.

4) Build Churches and lots of priests. As you convert populations in your area, kill heretics and build religious structures, you will gain rep with the Pope.

5) Leave a small (10 good units) army and general in reserve for a Crusade. Remember that you only need 6 units to "Form the Crusade". The instant the pope declares a crusade, create your army. That means get the army out of a fortress, open the General's stat-sheet and click the "Crusade" button in the lower left corner. At that point, you will be able to hire Crusade Units...They differ based on where you are, but if you start in Europe, that generally means Crusader Knights and Crusader Sergeants (spearmen) as well as some other units. These units remain extremely cheap so long as you are on the crusade. (Usually you recognize them as Crusaders because their picture has a cross on it somewhere)

6) Head straight for the Crusade city...do not stop, do not fight until you get there. Hire mercenary boats to cross water if needed. It is imperative that you are the first to lay siege so that you conquer the city. Over time, this will cause muslims to attack you (earning rep with the Pope) and you will get several good priests as you convert the Muslims to Catholicism (again, earning rep with the pope).

If you cannot get to the city first, that's ok. Hang out in the target province and just kill every muslim army you find. Shortly after the city falls, you should still be rewarded for helping- getting experience for your army. Then you can go to the nearest muslim city and capture it, starting the conversion-muslim-fighting Rep-engine for yourself.
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« Reply #108 on: December 18, 2008, 03:23 PM »

Does anyone know how to force archers to charge the enemy and engage in melee? I remember in Shogun: TW it was shift+click, but that isn't working in Medieval 2.
Right now I just deactivate Skirmish Mode and make them run to a spot behind the enemy lines, but that's not very handy.

And does anyone else ever get their ass whooped for no apparent reason. I've had an entire group of Dismounted English Knights (they have polearms, and are effective vs cavalry) get wiped out by a group of Feudal Knights in one charge. Like, they all died instantly.  They were perfectly stationary, so that wasn't the issue.

My cavalry charges are nowhere near as effective, and my charging Feudal Knights and General's Bodyguard units get raped by Spear Militia units often enough.

Right now I'm playing two campaigns, with Sicily and England. England was pretty easy, and I'm dominating all of Africa, Spain, France, The British Isles, Denmark and Jerusalem. Then the plague hit, and my economy went to hell. My military is massive, and the upkeep costs are even larger. All the civilians died, so there was nobody to pay taxes.
At the worst point I was 50,000 florins in debt. I'm getting out of it, but it's tough going. I'm currently at war with the Turks, the Poles and the remnants of Denmark. I'm trying to get my own empire sorted out before conquering them, though.

Sicily is fun, I just started out with them. My strategy with England was basically 'buy the most expensive units you can get', but the Italians specialise in effective militia units. It's fun to play in a more sober, efficient way like that.
Geographically, it's a nice place to start out. Nobody can really attack you, and it's easy to set up coastal assaults on Africa and Greece. Crusades are simple, too.

Does anyone know how to force archers to charge the enemy and engage in melee? I remember in Shogun: TW it was shift+click, but that isn't working in Medieval 2.
Right now I just deactivate Skirmish Mode and make them run to a spot behind the enemy lines, but that's not very handy.

And does anyone else ever get their ass whooped for no apparent reason. I've had an entire group of Dismounted English Knights (they have polearms, and are effective vs cavalry AND armour) get wiped out by a group of Feudal Knights in one charge. Like, they all died instantly.  They were perfectly stationary, so that wasn't the issue.


My cavalry charges are nowhere near as effective, and my charging Feudal Knights and General's Bodyguard units get raped by Spear Militia units often enough.  I just don't get the same effect, not even when I charge from the flank or rear. What gives?
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« Reply #109 on: December 18, 2008, 03:46 PM »

Alt + right click makes archers attack.
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« Reply #110 on: December 18, 2008, 04:58 PM »

I know it sucks, and it seems unfair, but you need to consider that the Pope wants a strong West to counter the Muslim threat. He will not tolerate infighting. Nor does he want a single power dominating Europe.

If that's what he wants I'd have been happy to go along with it. A quick Papal peace sumit when the war with France started could have called it all off, instead more nations keep attacking me and I have to keep expanding at their expence

Thanks for the advice, I'll certaintly focus more on Papal relations in my next game. For now I'll see if installing my own Pope works, even if it doesn't it'll be satisfing to take Rome after all the trouble it's caused me. If it fails I'll just have to conquor everyone and damn the terrible reputation I get.
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« Reply #111 on: December 18, 2008, 05:51 PM »

Feudal Knights have a wicked charge, if I remember correctly. Did they hit you head on? or on the Flank?

Basically, any unit- even spears- that get hit by calvary will take massive damage. At the end of that, they will start dealing some damage to the enemy. But if the charge penetrates into their ranks, it may take them a few seconds to regain composure- and they may even route immediately, and lose guys. If they attack in a wedge formation, they can penetrate through the ranks, and then the unit is being attacked from both sides.

The problem with Feudal Knights compared to General's BG (at least with "huge armies" setting) is that they have a lot more units...Usually on the order of 80, compared to the typical 40 - 60 of GBG. So you may be used to your general doing moderate damage, but when the 2x - 3x Feudal knights hit, it does so much better damage.

As for the damage you do, charging is pretty hard in this game. If you are used to the original MTW, you could move your calvary up and immediately bend them in a direction and smash into the enemy. In MTWII, charges are more difficult. You have to get your cavalry lined up, start them trotting towards the enemy and then hit the attack, giving them enough room to get up to speed and lower their lances (and if you screw that up once or twice, they'll no longer have lances when they charge).

I've actually found that charging downhill (something I regularly do, given that the troops are often positioned on a hill) can screw up the horse's charge. I don't know if this is a bug, or a reflection of reality, but if the downhill slope is steep enough, you'll see your horses slowing up as they head down the hill, and they won't hit the enemy with full speed.

Finally, the AI knows how to make your charges less effective, so watch what he does. If the enemy army starts moving perpendicular to your charge at the right time, the act of adjusting to hit them may cause your charge to break. Also, in a standard line or square formation, if you don't hit the enemy unit square (i.e. you hit a corner first), the entire cavalry unit will then slow down as soon as you make your first impact...so your charge may only result in a single Knight hitting the poor corner bastard, and the rest of your knights just kinda trotting into the line of spears.

By the way- I said it earlier, but the schiltrom is almost overpowered in this game. It is almost impossible to hit them square, and the enemy cavalry almost never penetrates the front ranks.
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« Reply #112 on: December 19, 2008, 10:08 AM »

Since there's no Rome: TW thread I'll borrow this one for a second. Seeing how the question about archers was answered, I'll ask something kinda similar: In Rome, is there a way to prevent roman infantry units (such as cohorts or hastati) from using their spear before attacking? When you order them to attack, right before charging, they throw a spear at the enemy to weaken them/kill some of them. This is really handy if I'm defending a wall and I set them to "fire at will" so they spear the shit out of guys climbing ladders, but if I'm being attacked and I order them to face the approaching enemy they get their spears out and don't defend in melee. It doesn't even help because, by the time they are ready to impale the incoming barbarians, the enemy is already attacking the front line of the unit so the guys behind don't throw their spears. Is there some way to turn this "bonus attack" off?

Now that I think about it, since the EU3 LP kinda died (the author was banned), we could start a R:TW LP similar to this one if there's enough interest. I love threads like this but my computer can't run M2:TW. Would anyone else be interested in playing Rome?
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« Reply #113 on: December 19, 2008, 10:21 AM »

Yeah I'd be up for that.
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« Reply #114 on: December 19, 2008, 10:28 AM »

Well I don't have RTW, but I'd love to read it.
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« Reply #115 on: December 19, 2008, 10:42 AM »

I'd be up for a Rome LP.
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« Reply #116 on: December 19, 2008, 11:49 AM »

Same as the archers, alt + right click makes them go straight to combat.
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« Reply #117 on: December 19, 2008, 11:52 AM »

Thanks. Allright, I'll start a Rome thread to discuss factions and whatnot.
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« Reply #118 on: December 19, 2008, 02:07 PM »

....Sweet jesus, not the Timurids.

Oh lawd. This is going to get nasty.

Those bastards have the annoying knack to keep all 8 of their full stack Elephant/Horse Archer 10 star general armies adjacent to eachother. It's impossible to fight one of them alone, as if that wouldn't be hard enough.
They arrived at Baghdad (which I owned), but they decided to walk straight past it and attack the neighbouring Turkish city. I lucked out on that one, because now I'm not at war with 'em yet, and I've got some time to build up defenses while they violently rape the remnants of the Turkish empire.
Coincidentally, my 10 command, 10 dread king was around. He'd just finished his last crusade, cutting a bloody swathe across the middle east, ending in Baghdad. He's old, 57, but the most dangerous and maniacal general I've ever had.
One last, heroic charge into the flanks of these evil horde seems a fitting end to his career of terror and destruction.

Right now I'm just bracing myself for the inevitable attack, but here's my plan:

Stick a full stack of archers into a fort, and put a full stack of English Knights and Feudal knights led by my king next to it.
Put another full stack of heavy spearmen and mercenary elephants to get stuck in the fight beside the fort as well.

When one of the Timurid armies attacks the fort, litterally a thousand archers should be ready to unleash hell from behind the walls. Not just any archers either. It's longbowmen and yeoman, the crème de la crème. 
Because my other two armies are in the immediate vicinity, they should show up as reinforcements a few minutes into the battle, most likely shutting the enemy horde in between my walls and the reinforcements. Then I'll charge in with a thousand feudal knights and chop them to bits.
I have a steady stream of reinforcements coming in, in total I'd say about 4 full stacks of Dismounted English Knights, Feudal Knights and Yeoman, but I'm afraid they're gonna be too late.
As one of the wise dudes on the loading screen says, 'one should never risk one's entire fortune unless supported by his entire forces'. Maybe I should just abanon the fortress and city I'm currently barricading and face them on my own ground...

If the Timurids keep up this 'stick together and never fight anyone with less than 5 full stack armies'-strategy, I'm in seriously trouble.




 
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« Reply #119 on: December 19, 2008, 02:23 PM »

Could we try to keep this thread clear of general chat about the game. Chat about the game coming from something that's happened in the Let's Play! is fine, discussion, analysis, suggestions, whatever. But if you want to discuss the game or your campaigns in general use the game's original thread or even the Empire thread since there's little more about that as yet.

I'm going to delete everything non LP-relevant gradually (nothing from the last two pages, just early stuff) so as it goes on it has more of a flow to it, free of clutter.
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