I will preface this by saying that yes I know you can buff stack to make insane ranged armies, but generic ranged armies in W3 are so pathetic it makes me want to not play. Playing as high elves right now running 6 sea guard with shield and a bunch of sisters of avelorn and they suck. in W2 this was so strong you could afk and win against most anything, its total garbage in W3. a few notes
1) fire at will targeting : in w2 with this on your ranged unit would of their own volition fire at a plethora of enemies, in 3 I consistently see 20 units all targeting the same unit. the result of this is that enemy melee destroys me unless I pause every 3 seconds to give individual orders to every unit.
2)fire at will not firing: see this with every faction, mid battle I see units in the middle of my formation that have had units running straight at them and they have shot literally 0 shots, or earlier fight kislev ulrika is just standing in a open field casting pit of shades on people and even though she in my units firing arc no one shoots until I specifically give them an order to, just why? are the range indicators broken or is suicide the default AI programing?
There are a few of these things I did also realize.
I did wonder a few times in my Elspeth campaign about gun units that wouldn't fire on units that were viable targets and that would immediately start firing once I gave the specific order to do so. And while its difficult to quantify I also feel like not quite as many units did indeed target the very same enemy unit in so many cases back then. Its especially annoying when 10 units are hell-bent on killing one remaining Orc Boy who has been shattered ages ago, instead of shooting into the front of 5 enemy units right behind him. The latter has always been a problem, but I just think that fire-at-will should at least get some improvements.
Maybe give us the option to tell the units what kind of enemy units they should focus on. Ideally we would get to give them an actual priority order.
Large targets>>>small targets>>>fleeing targets would already go a long way.
ranged units have a common flaw that no one has mentioned, and that's that they forget their orders or just refuse to shoot for the oddest reasons. this wasn't an issue in tww2 (which arguably is what made ranged armies so strong). If the solution to "balancing" ranged vs melee is just to break ranged AI that's a bad motif. Can confirm that these ranged issues still exist. I use no mods and have brought this up to CA devs a few times and they say THIS IS WHAT THEY HAVE INTENDED. Meaning, ranged units just not shooting is part of the game balance now per their own dev team.
With the Bronze Age Collapse looming and the dark sails of the Sea Peoples filling the horizon the people of Egypt cry out for a new leader. Many desire the power of the throne, but the path to becoming Pharaoh is a perilous one. Unearth a breathtakingly vibrant recreation of the Bronze Age Collapse as you battle societal disarray, face natural disasters and fight to protect your people against waves of invaders.
Wage total war across the ancient world from the Aegean to Mesopotamia in this free addition to Total War: PHARAOH. Challenge the Bronze Age Collapse by building your own dynasty and leading your faction to victory with new cultures, new units and dramatic new battle mechanics.
With a brand-new Campaign Customisation feature, no two campaigns will ever feel the same. Determine how you play with an extended range of campaign customisation options, such as random starting positions for all factions, detailed resource settings, the ability to toy with natural disasters and much more. With an abundance of options, stack the odds against yourself for an added challenge or become an unmatched power to breeze your way to victory.
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Are the Cataphracts still completely broken? Are the Urban Cohort still the go-to choice for Multiplayer battles? Here's a look at 10 of the best units in Total War: Rome Remastered, with the new balance changes taken into account. Much, you'll be happy to hear, has remained the same.
It seems fitting to start with a classic: the Urban Cohort, the elite Roman infantry unit that was a staple of Rome: Total War multiplayer battles back in the day. They are probably one of the most iconic units in any of the historical Total War games. These units are only available once the Marian Reforms have been passed in the campaign.
With the ability to form a testudo (the turtle defence strategy) and a total defence rating of 24, these guys are nigh-on impossible to take down. With their strong melee attack of 14 and a surprisingly powerful 18 ranged for their Pila, the Urban Cohort is undoubtedly one of the best melee units in Rome Remastered.
Once again, these are only available in the later stages of the campaign, but for multiplayer battles, there is no better choice when it comes to Roman cavalry. Their only real counter is the Cataphract unit of the Seleucid Empire and Parthia.
From the civilization of Rome to the wilds of Germania, the Chosen Axemen boast one of the highest melee attack stats in the whole game: a whopping 18, second only to the Berserkers (also a Germanic unit.) Of course, they're wearing literally nothing (except some fetching tartan chaps), so their armour rating is very poor.
These guys are all about shock tactics. With high morale, a decent charge stat for a melee unit, and the Warcry bonus to their attack, if you send a horde of these charging down the hill in a wooded area then the battle is pretty much yours to win.
The Spartan Hoplites were born to fight. This handpicked selection of elite troops could stand in practically any chokepoint and hold off against a much larger force. With a defence skill of nine and a very solid melee attack rating of 16, the Spartan Hoplites are the best spearmen in the game.
It was a tried and tested tactic back in days gone by to form a defensive square with these troops. Their morale is incredibly high, so even against superior numbers they'd rarely run away. That phalanx is impenetrable. The Spartan Hoplites are why the Greek Cities are considered one of the best factions in the game.
Staying in the Mediterranean, the Cretan Archers are tied for the best archer unit in the game with the Egyptian's Pharoah Archers. Cretan Archers can be recruited from anywhere in the Med during the campaign, either as a Greek City unit or via Mercenary recruitment.
Why are they so good? It's the missile range of 170 and strong ranged attack of 11 that set these archers apart from other units in the game. They're fast, have decent morale, and have a combat bonus in wooded areas (strange for a ranged unit, but there you go.)
The Cataphracts might give you horrid flashbacks to completely one-sided multiplayer matches, and that's a fair reaction. These heavily armoured cavalry units from the Seleucid Empire are a nightmare to deal with.
If you thought the Seleucid's Cataphracts were good, get a load of these Cataphract Camels from Parthia. They share the same awesome stats (23 defence, 18 armour, nine charge) but also receive a bonus against horses. Horses hate camels, apparently.
Parthia isn't known for its brilliant units. The Eastern Infantry are notoriously useless and will run away at even the slightest hint of danger, but the power of this faction is heavily balanced on rushing Cataphract Camels as soon as possible. Even the heavy cavalry of Rome stands little chance against these units.
No list of the best units in Rome Remastered is complete without the menace of Armoured Elephants. Carthage can get these up and running very quickly in the campaign, and although they're expensive, they cause terror on the battlefield.
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