Taking a Town

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Taking a Town

Post  potorium on Mon Mar 08, 2010 9:14 pm

There is no formula for taking a town unless you have exactly whats on BillTeachers guide army wise

However the following guide gives a brief outline of what to expect and how to combat it.

1) send a dummy occupy army at town (total of one wave)

Enemy ranged troops remain behind enemy wall during an occupy attempt. Leaving foot/mounted troops only to fight on this stage.

Therefore this army has to be strong enough to kill the infantry and cavalry of the enemy army WITHOUT ALLOWING YOUR TROOPS TO ADVANCE FORWARD AT ALL


recommended : 66% ranged 33% ground/mounted troops
dependant on town army make up - 20k grenadier as blocker, 30k muskets, 3-4k howies/cannon

kill enemy advancing troops and then let battle run to 40 rounds - dont move forward!!
** CAN TAKE ALL YOUR SIEGE AND MOVE FORWARD ONCE TO AVOID WALL TOWER RANGE AND USE AS BLOCKER IF WORRIED **



2) send main pillage army to ARRIVE WHILE the above wave is in combat (total of one wave)


this army has to be strong enough to kill the enemy ranged troops WITHOUT ALLOWING YOUR TROOPS TO ADVANCE FORWARD AT ALL

recommended : 50% ranged 50% ground/mounted troops
dependant on town army make up - 10k grenadier as blocker, 10k muskets, any free howies

DONT SEND BILLMAN WHO DIE FAST TO ENEMY RANGED FIRE

the enemy army will have vastly reduced infantry/cav due to the dummy occupy from stage 1.

allow enemy to advance to you, using your blocking infantry (or cavalry) by advancing them forward if needed

3) send enemy troop clearance pillage armies to ARRIVE WHILE the above wave (step 2) or previous army from stage 3 is in combat


This stage and repeating of it, allows you to vastly reduce any enemy troops you'll encounter on your main occupy. It will also allows you to regather most of your troops prior to your main occupy assault(s).

recommended : 50% ranged 50% ground/mounted troops
dependant on town army make up - 5k - 10k grenadier, 5k -10k muskets,

REPEAT THIS STAGE A NUMBER OF TIMES REDUCING THE PILLAGE ARMY SIZE AND ENSURE THE ENEMY IS IN CONSTANT BATTLE WHILE YOUR ARMY FOR STAGE 4 IS ON ROUTE LATER*


*sending only grenadier and not advancing them will stretch the pillage battles for the later waves by allowing only the enemy to advance to you. Cannons take 10 rounds or so to reach you and will almost all ways be 1 of them.

repeat minimum of 2 -3 times untill you are 100% sure!!! you will know when the army is gone!!!


4) MAIN ASSAULT army to ARRIVE WHILE the above wave (step 3) is in combat

  • this is the stage you will loose troops!!!
  • this is the only stage YOU MUST HAVE HOWIES - 6k+ recommended
  • MINIMUM OF 3-4k siege recommended (plus 1-2k+ for waves in stages 5 onwards depending march time)
  • Use your best officer (cbp)
  • the higher your ballistics level the better


ALLOW ENEMY TROOPS TO ADVANCE AND DIE BEFORE ADVANCING YOUR TROOPS ON THIS WAVE

You need to advance your howies so they are in range WHILE PROTECTING THEM (no muskets cant be used as replacements they die to fast!!)


SLOWLY advance all your troops apart from siege engines. ALL YOU ARE DOING HERE is moving them so they are ahead of the howies and therefor more likely the target for the enemy wall towers / traps... more than if howies went alone!!!

What troops you use is up to you!! take some of all types more troop blocks = more targets or wall towers!!! (but i take around 30k infantry, 20k grenadier , 5k bill, 5k dragoon - i even take 5k scouts for the abaltis!

Take as many troops as you can but remember you need some for the follow up occupies (stages 5+)

Once howies are in range stop them- make sure they are targeting wall towers!!
allow all other troops you dont mind loosing to keep moving forward into the wall (i only stop dragoon cannon/howie)
you will now be killing the wall towers and as much of the traps/oil/logs as possible before the 40 rounds are over. The more troops you send the more traps etc will be gone from stage 5

once wall towers are dead retreat howies and advance siege engines.

siege engines need time to break the wall, how many you truely need depends on how many die on route by the hands of the traps etc and when you send them forward.
just allow the infantry etc as much time as you can to eat the traps/oil/logs before advancing the siege engines.

BUT DONT LEAVE ADVANCING SIEGE TO LATE - play it safe!!! move them forward at round 20!!

5) wall fortification removal armies to arrive while step 4 is in combat or previous stage 5 army when you repeat this stage

THERE ARE NO WALL TOWERS LEFT IF EVERY WAVE FROM STAGE 4 TO FINAL OCCUPY OVERLAP

send 1-2k siege + troops to die to traps, conducting battle the same as in stage 4.

allow troops to move forwad untill they reach the wall. give them as long as possible before advancing your siege engines. less traps etc = less lost siege engines

just repeat this stage untill traps/oil/logs etc become vastly reduced - you will know when!!

6) 9 hrs occupy waves!! (THEY MUST ALL ARRIVE BEFORE LAST BATTLE ENDS)

For every sucessful occupy the town gets
  1. discontet +5
  2. loyalty drops -1 per every 6 minutes
  3. discontent +1 every 6(?) minutes


Therefore constant waves of stage 6, miss a wave or fail to occupy and you go back to stage 1!!!!!

slowly during stage 5 and more so stage 6 reduce the number of troops and siege engines to as low as possible. ending up with roughly 300-400 siege + maybe 100 grenadier or billman to clear the path of enemy.

less troups on the final occupy tends to mean the town will degrade less when you take it over, but DONT UNDERESTIMATE or you'll be back at stage 1

good luck

admin...

potorium

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Join date : 2010-01-25

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