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  #1  
Old February 16th, 2007, 08:18 AM
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Jack_Trowell Jack_Trowell is offline
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Default Re: Javelin throwing units

If only units with "guard commander" orders would fire when ennemies are in range ...
__________________
Q: "How many Vorlons does it takes to change a lightbulb ?"
A: "Yes !" <stranges noises>
--
Dominions Map validator and randomizer : http://dominions.realites.org
Dominions Map editor v0.75b : http://dominions.realites.org/map_editor
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  #2  
Old February 16th, 2007, 12:25 PM

Actuarian Actuarian is offline
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Default Re: Javelin throwing units

In my experience the hold and attack with javelins does work so long as the enemy attacks right away and your javelin troops aren't too far back.

My main problem with javelins is that they are not very accurate and tend to hit your own troops. My pet peeve with shooters is when they continue to fire at very long range and kill your own troops after the enemy army is routed.
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  #3  
Old February 16th, 2007, 12:43 PM
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Jack_Trowell Jack_Trowell is offline
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Default Re: Javelin throwing units

try using units with good armor and/or shields as your main force. Units with 10+ armor and equippend with shield won't take much damage from ranged attacks.

I usually have the heaviest infantry I can recruit set to hold and attack in the front, with fast units flanking set to hold and attack rearmost (or sometimes attack archers)

I often script my own archers to fire archers, as ennemy's archers or others ranged units are more likely to have less armor, or to have mages near them that a lucky arrow could kill. And while my archers fire at the opponent's, they don't fire into the melee.
__________________
Q: "How many Vorlons does it takes to change a lightbulb ?"
A: "Yes !" <stranges noises>
--
Dominions Map validator and randomizer : http://dominions.realites.org
Dominions Map editor v0.75b : http://dominions.realites.org/map_editor
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