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Militia at Sambre River, on Hard

Posted: Fri Dec 30, 2005 5:11 pm
by Redpossum
Sambre River is the scenario in which you have only 12 units, and must survive for 200 minutes, while taking no more than 100 casualties.

Just look at the numbers for Militia units I and II, for kills and Experience.

Prime example of why I am so fond of Militia :)

Re: Militia at Sambre River, on Hard

Posted: Fri Dec 30, 2005 6:05 pm
by spedius01
possum wrote:Sambre River is the scenario in which you have only 12 units, and must survive for 200 minutes, while taking no more than 100 casualties.

Just look at the numbers for Militia units I and II, for kills and Experience.

Prime example of why I am so fond of Militia :)
Ave possum,

You've done it again, outstanding!!!!!

What did you arm your little guys with, a "Dacian falx" in each hand???

This is all about "pecking order", the militia being at the "lower end" gets massive xp for any "higher up" units it defeats.

In that battle (#59), a unit of my Legionaries managed xp of 8,081, (total kills/losses of 445/74) I thought that was good. I think you have just redefined the word. All I can say is, your pre-battle speech must be an oratory marvel!! Or is it the firewater and bullshit I mentioned in a previous post?

Very well done!

Vale

M. Spedius Corbulo

Posted: Fri Dec 30, 2005 8:12 pm
by Redpossum
Hehe, TY, Speedy :)

No, I don't use the Falx. I don't like the negative effect on to-hit.

I do have an Ajax Banner on my Militia I unit, and Armor of Achilles on Militia II.

Heavy Cavalry units I, II, and III all have Sarmatian Cavalry Armor.

The nice thing about buying a lot of light troops is that it leaves you plenty of denarii to spend equipping them lavishly.

I really think the key is in training the right skills. I use a strict plan for the first 13 levels. I talked about this in the Frenzy thread.

Swordsman
Drill
Feint

Those three, in that order, over and over. For infantry I break the cycle at L6 to add Disciplined Formations. For cavalry I break the cycle at L8 to add Trample.

At L12, you add Master Swordsman, and then at L13 Frenzy is available.

For cavalry units, I now max out Trample.

From there I train Armor Penetration, then Missile Protection, and then Block.

I do not train Dodge on Militia units.

I leave Endurance very late.

I add the Anti- and Protection-from skills only at the very end, when there's nothing much else left.

It works for me.