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The Guru

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I've read in the HIP entry of the WIKI that HIP featured a "Smart Tactics System: Complete combat tactics overhaul for more realistic combat tactics, outcomes, cultural command differences, and overall balance."

Can someone be so kind a to provide me with a succinct overview of what changed compared to vanilla, and how this affects optimal tactics?

thx a lot?
 
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DorlasAnther

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From what I have seen in my experience, crossing water, fighting in hills and skill of commanders actually matters and outcome is more predictable than in normal CK2 (I fought smaller army without any bonuses or maluses with better commanders and better units in normal game, but I still lost, because reasons...I don´t think this ever happened to me in HIP).
 

BigPharma

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I've read in the HIP entry of the WIKI that HIP featured a "Smart Tactics System: Complete combat tactics overhaul for more realistic combat tactics, outcomes, cultural command differences, and overall balance."

Can someone be so kind a to provide me with a succinct overview of what changed compared to vanilla, and how this affects optimal tactics?

thx a lot?
Tactics have been standardized to eliminate the disparity between tactics even within the same class (no more 300% damage for no reason) and they are now graded to be more dependent on the commander's martial skill. Having a commander is now more preferable than having none, and having a high martial commander with the right command traits now makes much more of a difference in battle - in a way that inherently makes sense. Also, you can count on most cultures having a cultural tactic that supports their cultural retinue/building, which definitely was not always the case in vanilla.

If you want a complete spreadsheet outlining all of the different tactics used in HIP, let me know.
 
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Homewrecker

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Tactics have been standardized to eliminate the disparity between tactics even within the same class (no more 300% damage for no reason) and they are now graded to be more dependent on the commander's martial skill. Having a commander is now more preferable than having none, and having a high martial commander with the right command traits now makes much more of a difference in battle - in a way that inherently makes sense. Also, you can count on most cultures having a cultural tactic that supports their cultural retinue/building, which definitely was not always the case in vanilla.

If you want a complete spreadsheet outlining all of the different tactics used in HIP, let me know.
Not the OP, but that would be something I would be interested in.
 

BigPharma

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BigPharma

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btw, do Martial skills higher than 16 bring some added value now?
Yes, you theoretically get a higher chance to roll the best tactic the higher your martial ability up to a martial stat of 26.
 
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Silas1775

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While you guys are at it, are archers and longbow cultural retinues still the bottom of the barrel in HIP as they are in vanilla? I'm not sure if my Welsh kingdom should be using it's own cultural retinue or pikemen, from a standpoint of effectiveness.

Thanks for any information.
 

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Archer retinues are fairly strong because they whittle down the enemy very well before the melee phase while taking little to no damage, which means as long as they make up less than 60% of your army (the threshold for the Charge on Undefended tactic that forces a change to melee combat and massacres your archers), you're relatively safe. I would use your pike retinue to form the 40%+ screen for your archer rets.
 
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