Forts game strategy3/26/2023 ![]() Strategies for Taking Well-Defended Forts. Because Bowmen can shoot units on the walls, enough of them can destroy the emplaced artillery, especially if there is only one present. If you must attack a fort with Era 1 units, your best bet is Bowmen. Light infantry (other than Peasants) has a high defence and can withstand a couple artillery hits.īowmen for Attacks Early in the Game: It can be exceptionally hard to take forts early in the game and usually its best to develop Horse Artillery, or Hussars or Skirmishers before you try to attack against a fort. On the other hand, they get in range fairly quickly due to their rapid movement. Because cavalry regiments tend to have low firepower, you need a large number of them. The earliest units that can really be of use in this way are Hussars and Calivermen. Your advantage against an unoccupied fort is that the defender has no mobility once the battle beginsĬavalry or Light Infantry Rush: One method that works well is an attack with a large number of cavalry, or light infantry regiments with firearms. Your plan must deal with the fact that the defenders gain the benefit of opportunity fire and perhaps at least one turn in which their weapons are in range and yours are not. Generally, the most important element of an attack on a fort is a plan. Since your computer advisor for the most part uses the methods outlined in the chart, it is probably necessary to fight the battle yourself on the tactical battlefield if you attack with a different sort of army. You may decide to try to take a fort even when you do not have the exact forces referred to on this table. Other Strategies for Attacking Unoccupied Forts. Of course, it is always a good idea to bring extra forces, especially since the defender can reinforce his forts. However, the same basic strategy may be used against all unoccupied forts as long as the attacker changes the amount and type of regiments in the attack force according to the strength of the fort. Taking Later Forts with More Emplaced Guns.įhe strategy outlined with the checklist above works well against a Level 1 fort with the weakest sort of emplaced gun. Then repeat the process with the other units.įhe battle is over. After you move it, hold your cursor over the emplaced gun and fire it. Move the first one as far forward as you can, directly toward the emplaced gun. Now you can advance and fire with your two Horse Artillery units. Because the enemy has fired on your infantry on its second turn, on your third turn, the enemy emplaced artillery has no opportunity fire.You are using this regiment to draw the enemy fire and it does not matter if it is badly damaged at this point. Once your unit can harm units in the fort, the enemy shoots him with opportunity fire on your turn, and then on its turn shoots him again. ![]() You must move your unit into range of the enemy in the fort before the enemy will perceive it as a threat. On your second move, move only your extra (non-artillery) regiment, toward the fort into the red zone. The enemy cannot move his emplaced gun.Your units are all out of range at this point. Be very careful not to enter the red dot zone with any units on your first move. This is marked on the battlefield by red dots. ![]()
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