The Possum method - refined
Posted: Wed Jun 04, 2008 2:26 am
I have just completed my third run-through of the Roman campaign, and first of the Celtic, on Very Hard. I would never have made it entirely through on Very Hard the 1st time without the inspiration of numerous contributors, so first a thank-you to possum, kongming, and others who's posts/nicknames I cannot locate just now.
However, I believe I have discovered some refinements to Possum's methods which can help make your battles run ever more smoothly, and perhaps entice a few more of you into Very hard. In no particular order, here are my thoughts:
1) You CAN have too-much drill/quick-thinking: I rarely if ever get Master Drill for my Swordsmen, or Expert Quick-Thinking/Strategy for my Legate. With:
- missilers at Master Drill;
- Legate at Normal/Advanced Quick-Thinking and Normal/Advanced Strategic Thinking; and
- swordsmen/hoplites at Advanced/Expert Drill
I find that both my army response time and order point maximum is quite adequate. The extra combat bonuses really beefs up my troop capability
2) Playing the GBOR variant, where stronger troop types are unavailable until later battles, I found myself repeatedly disbanding high-level, but inexpensive, troops in mid-campaign, then not having enough troops at Arretium, Vadimo Lake and the like. Then while prepping for the umpteenth try at Vadimo Lake on Very hard, in frustration and desperation more than anything else, I tried spending my last 300d on 1 milita, 2 peasants and 2 skirms instead of armament, which raced onto the ridge to pepper fanatics and absorb javelin volleys. It worked! My second only win in uncountable attempts at that battle, and with several (2 or 3 anyways, it felt like more at the time) units left standing. If raw recruit 'skirmishers' can do that, just think what battle-hardened veterans could do. Now I always retain my 2 each Milita and Skirmishers when I start acquiring Hastati/Princeps and Velites. And against elephants having an extra missiler or two tossing heavy missiles makes a big difference.
3) On Very Hard, I cannot make possum's 'frenzied militia' work. They simply don't have the staying power without any armour, even in rough terrain, to tackle heavy infantry. I keep two high-level militia as described above, but never buy them any upgrades; and use them strictly in rough terrain, as a reserve, in the 2nd half of the campaign: to hit a unit from behind for the 'surrounded' bonus, or knock-over a unit already beat up.
4) Possum's disdain for Armor Penetration at the lower levels is generally valid, but not always:
- Your legate may make good use of it, as an alternative or complement to buying Weapons, as it helps take full advantage of his high hit rate. Remember that the Concuss damage is added to the excess regular damage to determine total damage on each hit.
- Another time I use it is when my plan for the next battle does not require a promotable unit to move around much - I will buy Armor Penetration instead of a drill upgrade, on the premise that the extra oomph will ensure a promotion, and the drill upgrade, next time.
I would be interested in hearing other members' thoughts on these observations.
However, I believe I have discovered some refinements to Possum's methods which can help make your battles run ever more smoothly, and perhaps entice a few more of you into Very hard. In no particular order, here are my thoughts:
1) You CAN have too-much drill/quick-thinking: I rarely if ever get Master Drill for my Swordsmen, or Expert Quick-Thinking/Strategy for my Legate. With:
- missilers at Master Drill;
- Legate at Normal/Advanced Quick-Thinking and Normal/Advanced Strategic Thinking; and
- swordsmen/hoplites at Advanced/Expert Drill
I find that both my army response time and order point maximum is quite adequate. The extra combat bonuses really beefs up my troop capability
2) Playing the GBOR variant, where stronger troop types are unavailable until later battles, I found myself repeatedly disbanding high-level, but inexpensive, troops in mid-campaign, then not having enough troops at Arretium, Vadimo Lake and the like. Then while prepping for the umpteenth try at Vadimo Lake on Very hard, in frustration and desperation more than anything else, I tried spending my last 300d on 1 milita, 2 peasants and 2 skirms instead of armament, which raced onto the ridge to pepper fanatics and absorb javelin volleys. It worked! My second only win in uncountable attempts at that battle, and with several (2 or 3 anyways, it felt like more at the time) units left standing. If raw recruit 'skirmishers' can do that, just think what battle-hardened veterans could do. Now I always retain my 2 each Milita and Skirmishers when I start acquiring Hastati/Princeps and Velites. And against elephants having an extra missiler or two tossing heavy missiles makes a big difference.
3) On Very Hard, I cannot make possum's 'frenzied militia' work. They simply don't have the staying power without any armour, even in rough terrain, to tackle heavy infantry. I keep two high-level militia as described above, but never buy them any upgrades; and use them strictly in rough terrain, as a reserve, in the 2nd half of the campaign: to hit a unit from behind for the 'surrounded' bonus, or knock-over a unit already beat up.
4) Possum's disdain for Armor Penetration at the lower levels is generally valid, but not always:
- Your legate may make good use of it, as an alternative or complement to buying Weapons, as it helps take full advantage of his high hit rate. Remember that the Concuss damage is added to the excess regular damage to determine total damage on each hit.
- Another time I use it is when my plan for the next battle does not require a promotable unit to move around much - I will buy Armor Penetration instead of a drill upgrade, on the premise that the extra oomph will ensure a promotion, and the drill upgrade, next time.
I would be interested in hearing other members' thoughts on these observations.