As cool as it is it feels more like a weird pathfinding glitch then a genuine attempt to have the unit backpaddle as a tactic. It also makes the already unfair disadvantage of huge unit size units glitching out with their pathfinding worse and gives even more advantage to Phalanx units. I wish quality would try to avoid having it.
@@sarmatiancougar7556 If it only happens with guard mode off, a mode you the player have to do yourself, and only for said phalanx units instead of any other, I say it's a bug. I wish it was an actual movement that all infantry units could do because it would make withdrawing so much easier like it was historically instead of leaving you open to getting more casualties like it normally does.
I remember way back in the mid-2000s the Rome Total Realism mod team implemented something extra for Phalanx units: During combat they'd slowly shift to the right. It was a natural tendency done by Phalanx units because men wanted to get protection from the shield of the man on the right.
The militia hoplites in RTW remind me of the yari ashigaru in Shogun 2. They're incredibly powerful for their cheap cost and easy availability. And you can pretty much dominate the map for the first 100 turns relying on them.
Man, the hoplites were making some maneuvers. Surprisingly nimble. Feels like at the end of the Praetorian fight they just figured the Praetorians logically hod to win this and gave up to avoid embarrassing them.
Really comes down to how the formation gets maneuvered. That Legionary Cohort battle looked like it could go either way. Kind of surprised the Early Legionary First Cohort lost though.
Thanks for the comment. Agreed that the formation affects quite a bit. Vs. Early Legionary First, the Formation was clearly wider (as per the First Cohort width) :)
Narrator: The legionary cohort did, in fact, have the morale to deal a situation like that. Fascinating test, although you'll very rarely have the chance to carry out a flank attack that smooth. Unfortunately for the militia hoplites, once the stat difference gets large enough, it doesn't really matter what they do anymore, because one guy getting around the flank is enough to practically solo the entire unit. You've sandwiched people with cavalry, skirmishers, and now two units of infantry. That's dedication!
@@qualityoldgames7721 It runs far worse than the Remaster especially if it's the steam version, and the Remaster does look great in many parts, only certain things look off but I feel it makes BI and the Alex expansions look far better than their OG counterparts.
@@rorschach1985ify Hmm. I guess it depends on the settings, mods and the rig running it. Imo also nostalgia plays a part in that ;) Thanks for the comment.
@@qualityoldgames7721 People continuously shit on the remastered UI for nostalgic reasons. If you like the original more, fair enough, but the Remastered one is definitely better. The original is clunky as hell, whereas, the remastered one at least has a bit of modernization.
Can we stop to appreciate how phalanx units in RTW can back-pedal unlike any other Total War game?
Yea, quite impressive :) Thanks for the comment.
As cool as it is it feels more like a weird pathfinding glitch then a genuine attempt to have the unit backpaddle as a tactic. It also makes the already unfair disadvantage of huge unit size units glitching out with their pathfinding worse and gives even more advantage to Phalanx units. I wish quality would try to avoid having it.
@ it’s not a bug. You’re probably keeping them in guard mode. In normal mode phalanx guys back off pretty often when they are not winning.
@@sarmatiancougar7556 If it only happens with guard mode off, a mode you the player have to do yourself, and only for said phalanx units instead of any other, I say it's a bug. I wish it was an actual movement that all infantry units could do because it would make withdrawing so much easier like it was historically instead of leaving you open to getting more casualties like it normally does.
I remember way back in the mid-2000s the Rome Total Realism mod team implemented something extra for Phalanx units: During combat they'd slowly shift to the right. It was a natural tendency done by Phalanx units because men wanted to get protection from the shield of the man on the right.
The militia hoplites in RTW remind me of the yari ashigaru in Shogun 2. They're incredibly powerful for their cheap cost and easy availability. And you can pretty much dominate the map for the first 100 turns relying on them.
Agreed on that. One just has to take care of MilHops morale as they can break rather easily :) Thanks for the comment
Man, the hoplites were making some maneuvers. Surprisingly nimble. Feels like at the end of the Praetorian fight they just figured the Praetorians logically hod to win this and gave up to avoid embarrassing them.
Indeed :) Thanks for the comment.
Really comes down to how the formation gets maneuvered. That Legionary Cohort battle looked like it could go either way. Kind of surprised the Early Legionary First Cohort lost though.
Thanks for the comment. Agreed that the formation affects quite a bit. Vs. Early Legionary First, the Formation was clearly wider (as per the First Cohort width) :)
Narrator: The legionary cohort did, in fact, have the morale to deal a situation like that.
Fascinating test, although you'll very rarely have the chance to carry out a flank attack that smooth. Unfortunately for the militia hoplites, once the stat difference gets large enough, it doesn't really matter what they do anymore, because one guy getting around the flank is enough to practically solo the entire unit.
You've sandwiched people with cavalry, skirmishers, and now two units of infantry. That's dedication!
Haha. It seems I am a big fan of sandwiching :D Thanks for the comment.
everyone sleeping on my militia chads.
Yea, they can be quite effective. Ofc, the problem is getting the unit behind the frontline :) Thanks for the comment.
Then you use them in a siege battle and one mass rout and optional temper tantrum later, you swear never to use them again.
I was ready to write off Legionary Cohort but once their AI figured out how to get to the Militia's flank, the numbers stopped mattering.
Agreed on that :) Thanks for the comment.
Can we talk about casualties healed of 137!!? How do i get some of that in a campaign?
Thanks for the comment. Imo quite often the units suffeeing casualties first kn the battle recover quite a lot of them :)
2 militias hoplites taking out 1/2 of the highest tier romans says something
Agreed on that. Thanks for the comment :)
Yeah, it says they suck since they lost when surrounding and outnumbering their foes 3 to 1
Is the OG Version better than the Remastered one or why is everyone playing that instead?
Imo it runs a bit smoother, the UI is significantly better, and the Remaster needs some mods to look great. :) Thanks for the comment.
@@qualityoldgames7721 It runs far worse than the Remaster especially if it's the steam version, and the Remaster does look great in many parts, only certain things look off but I feel it makes BI and the Alex expansions look far better than their OG counterparts.
@@rorschach1985ify Hmm. I guess it depends on the settings, mods and the rig running it. Imo also nostalgia plays a part in that ;) Thanks for the comment.
@@qualityoldgames7721 People continuously shit on the remastered UI for nostalgic reasons. If you like the original more, fair enough, but the Remastered one is definitely better. The original is clunky as hell, whereas, the remastered one at least has a bit of modernization.
Bastarnae vs Hounds of Culann
Thanks for the comment. I will add that to To-Do list :)