20 turns!! sigh..the battle was included in the demo and i only lasted 8 turns i think feb to nov...then i got decimated.
It juz keeps comin don't they!!
how do u even win the battle at thermophyle lol!!
Moderator: Slitherine Core
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Heavy infantry (hoplites) fight well on open ground, where as most of the Persian army prefers rough terrain, try to stay exactly in the middle of the pass.
Also a neat trick is to withdraw some damaged troops and replace them with troops from the encampment/city, then at the end of the 20 turns you can get full strength hoplites reinforcements!
Have only beaten it at normal though
Also a neat trick is to withdraw some damaged troops and replace them with troops from the encampment/city, then at the end of the 20 turns you can get full strength hoplites reinforcements!
Have only beaten it at normal though

WHen both sides move towards one another and they are both the same troops (infantry) you tend to meet about halfway in between. You can move faster by charging of course. Try to arrange it so that the halfway point is in clear terrain. I won the battle at normal mode, just barely. I had the Spartan King and one unit of hoplites left. Whew!slackker wrote:hmm and how would do that? giving that we only assign instructions pre-battle..
unless really moving them to an open spot and trying to envelope the army? perhaps i need to try the diff options more
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Remember that if you're charging archers, they are going to stop to shoot as soon as your troops are within bow range, so try to pick a starting position and movement speed to have the Persians halt in the open. Also, by setting your initial deployment point farther back, and then using the charge button, you can delay contact to get a better point of contact while also minimizing the time spent under archery fire. If you "advance" into contact rather than "charge", the slower speed means more time to suffer archery casualties.