gyrobot said:Note that improving your riding beyond minimal requirement will help a lot, you will get bonuses to speed and manuver. And bowmen are the bane of all muzzle loaders everywhere
Bruce Campbell FTW!Percival Goodenough said:Yes I was recommended by someone (Mouth n Hoof or Keterex, they have the same avatar lol) to only use about 3 riding skill for companions as they are shooters and dont need speed much.
mouthnhoof said:Bruce Campbell FTW!Percival Goodenough said:Yes I was recommended by someone (Mouth n Hoof or Keterex, they have the same avatar lol) to only use about 3 riding skill for companions as they are shooters and dont need speed much.
Riding skill for companions is nice, but at the bottom of the priority list for me. If I don't need them as skill mules and every thing else is where I want it, then I dump their points into agility and max out riding skill. By then I usually start a new game...
It is almost a rule of thumb that AI does better on a heavy horse than a light, fast horse. In vanilla there was an exception since horse archers were rare and the ability to stay out of melee was better on a fast horse. In 1866 everyone shoots and you don't outrun a bullet anyway. A melee cavalry will have a hard time vs. the range cavalry no matter what horse he rides. His kills will come from hitting riders than come across his path in the chaos, not from running them down, so again speed is much less important than not loosing the horse. Vs. infantry speed matters less than charge and the ability to take a few hits - they WILL hit the horse with weapons or guns from close range. It is all heavy mustangs for my companions. Except for the clown, I sometimes give him a donkey for the giggles. Is there a spirited donkey in the game?
This seems to be the exact opposite when the natives siege. My army of about 40 (all a medium-high rank too) men got beat down by what seemed to be a less ranked army of less then 10 less in size.Keterex said:Natives in siege battles are super simple to beat ( Hill fort ). Stand way back and plonk away... their arrows are crap at that range. Break siege and repeat. 30 men can take out 150 easy with you seriously killing half. ( This with a high injury stat which means that nearly 75 % of your casualties will be only injured where all theirs will be kills... a few hours rest and repeat )
realfear said:This seems to be the exact opposite when the natives siege. My army of about 40 (all a medium-high rank too) men got beat down by what seemed to be a less ranked army of less then 10 less in size.Keterex said:Natives in siege battles are super simple to beat ( Hill fort ). Stand way back and plonk away... their arrows are crap at that range. Break siege and repeat. 30 men can take out 150 easy with you seriously killing half. ( This with a high injury stat which means that nearly 75 % of your casualties will be only injured where all theirs will be kills... a few hours rest and repeat )
It sucks Especially how they seem to REALLY want to charge
"HOLD YOUR GROUND AND FIRE SOLDIER! "
"F**k you! I'm gonna go and bash their heads in!"
I mean't 1-10 LESS then what i had XDKeterex said:realfear said:This seems to be the exact opposite when the natives siege. My army of about 40 (all a medium-high rank too) men got beat down by what seemed to be a less ranked army of less then 10 less in size.Keterex said:Natives in siege battles are super simple to beat ( Hill fort ). Stand way back and plonk away... their arrows are crap at that range. Break siege and repeat. 30 men can take out 150 easy with you seriously killing half. ( This with a high injury stat which means that nearly 75 % of your casualties will be only injured where all theirs will be kills... a few hours rest and repeat )
It sucks Especially how they seem to REALLY want to charge
"HOLD YOUR GROUND AND FIRE SOLDIER! "
"F**k you! I'm gonna go and bash their heads in!"
10 beat your 40?... Where were you
Fort defence is a bit tricky at times( In native a few tanks at the ladder head could keep them busy and dying for hours). In your situation maybe let them take the high ground after a few shots then fall back and plonk away at them at a distance as they breach the wall with a couple skirmishers on the sides. A dynamite as they bunch never hurts either)