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Supreme_leader

Second Lieutenant
19 Badges
Mar 5, 2018
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Suggestions - Free to comment so I can make change
  1. Pikemen: https://www.quora.com/Pikemen-seem-...arly-before-the-development-of-effective-guns
    • Defense terribly against archer because they use very small or no shield at all (pike is a very long spear that it requires 2 hands to hold) -> so weak defense in skirmish.
    • But defense exceptionally well against cavalry (horses hate wall but horses are terrified of wall-of-pikes). And well against heavy infantry due to longer reach of pike against spear/sword.
    • Maintainance is slightly more expensive than heavy infantry. The training required to get the discipline to stay rigid in all day long fight is harder than the flexible, berserking strike at close range of heavy infantry.
  2. Heavy infantry:
    • All I need to say about infantry is already included in Pikemen.
  3. Heavy Calvary: https://www.quora.com/What-is-the-difference-between-knights-and-Cataphracts
    • European Knights: are nobles trained from youth. And have stirrup to greatly support the horsemen's stability as they charge into other horses. This is why Knights can carry both spear/sword on one hand and carry a shield in the other. Their horses are meant to strike against other horses NOT INFANTRY although there are plenty of exceptions where they're used to strike into the flank/rear of a formation just like Light Calvary/ Horse Archer.
    • Cataphracts: can be landless individuals concripted into the army. Their horses are equipped with mail-chain armor make them more resilient when charging infantry. But they don't have stirrup so cataphract carries no shield or only a very small shield (like Greek's Pella).
In your free time, you can come up with more and more details about combat in medieval era. The importance is How to implement these into a game?
  1. Offense means to move forward and strike. So what dictate offense?
    • Mobility (skirmish/melee): Striking from different angle, at quicker pace for better chance to engage at crucial moment in a battle.
    • Versatility (melee): Able to take part in different roles in combat.
    • Weapon's reach (skirmish): draw enemy blood's before he can reach yours.
  2. Defense is holding ground. So what dictate defense?
    • Weapon's reach (melee): draw enemy blood's before he can reach yours.
    • Stability (melee): For example with stirrup, horsemen don't fall off easily as their horses go rampage in the midst of chaotic.
    • Armour protection (skirmish/especially melee): well, duh...
  3. Maintainance:
    • Training time: most importance.
    • Equipment: How rare a certain material is, How extensive it is used on a single soldier
 
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