Fast or Hit and run style cavalry - ANSWERED

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First_Speaker
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Fast or Hit and run style cavalry - ANSWERED

Post by First_Speaker » Sat Mar 26, 2016 6:13 pm

I was thinking a unit that was similar to a samurai (attack twice) but having a second move instead so they could run in, attack and retreat. I'm trying to come up with a historical reference for this (maybe native American?) so suggest away if you know of a particular historical people who employed this tactic.

I think stats would look something like this:
Cost: 3-4
HP: 15-20
Attack: 4-5
Range: 1
Armour: 0-1
Peirce Armour: 0-1
Speed: 6
Sight: 8

Basically a light cavalry that can hit and run. I think to prevent TC rushing, they should require an upgrade (maybe from light cavalry?) and/or only be allowed the 2nd move IF AND ONLY IF they attack.
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DoomCarrot
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Re: Fast or Hit and run style cavalry

Post by DoomCarrot » Sat Mar 26, 2016 7:23 pm

This is a cool idea, but 6 move is way to OP. Maybe they have 3 move, an attack, and another 3 move.
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Re: Fast or Hit and run style cavalry

Post by Hardeep » Sat Mar 26, 2016 7:39 pm

Mongolians would do this with bows kind of, they called it Fade and Retreat I believe, to bait enemies into ambushes
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Re: Fast or Hit and run style cavalry

Post by First_Speaker » Sat Mar 26, 2016 8:04 pm

DoomCarrot wrote:This is a cool idea, but 6 move is way to OP. Maybe they have 3 move, an attack, and another 3 move.
Yeah, I was afraid of that too; that's why I included the "only if it attacks" clause. 3 slightly diminishes the capability of what I had in mind as the attacked unit would easily catch them next turn but for balance sake probably the best way to do it.
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Re: Fast or Hit and run style cavalry

Post by DoomCarrot » Sat Mar 26, 2016 8:10 pm

Well, the idea is to pick off infantry/archer units and run I assume. Which, with 3 move to get away, is easy to get away from infantry, assuming you have successfully killed the one you attacked.
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Re: Fast or Hit and run style cavalry

Post by patroid » Sat Mar 26, 2016 8:55 pm

Hi,
To prevent that the function will be missused to come fastly forward
I imagine that the 2. Move has to be limited to the Area between
Start Position and enemy Position. As historical Legalisation we can say: A unit
Never ran behind the enemy Lines when they use attack and retreat attacks.
Means the Mongolia Archer moved BACK TO START POSITION or close to
If he attacked.

Patroid

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Re: Fast or Hit and run style cavalry

Post by COOLguy » Sun Mar 27, 2016 3:20 am

This is actually how everything will move eventually. This was actually proposed before, but Daniel plans to implement everything like that (so the infantry moves ie 1+1+1)
Thanks!
Josh

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First_Speaker
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Re: Fast or Hit and run style cavalry

Post by First_Speaker » Sun Mar 27, 2016 6:06 am

Sweet!
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Re: Fast or Hit and run style cavalry

Post by TheBluePhoenix » Sun Mar 27, 2016 1:51 pm

Awesone. That would add a lot to the game
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Re: Fast or Hit and run style cavalry

Post by First_Speaker » Sun Apr 17, 2016 12:58 am

COOLguy wrote:This is actually how everything will move eventually. This was actually proposed before, but Daniel plans to implement everything like that (so the infantry moves ie 1+1+1)
So if this happens, a unit could attack at any stage during this movement?

Just going back to the original suggestion, maybe this could be an upgrade for the light cavalry that gives them the second action but otherwise stats remain the same.

Thoughts?
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Re: Fast or Hit and run style cavalry

Post by COOLguy » Sun Apr 17, 2016 2:57 am

Yes. However, the reason we do not do a 2 moving unit is because the game can't yet, and when Daniel makes it so that it is possible, Daniel will make all units do it.
Thanks!
Josh

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Re: Fast or Hit and run style cavalry

Post by First_Speaker » Sun Apr 17, 2016 4:31 am

OK, cool. Thanks
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Re: Fast or Hit and run style cavalry

Post by COOLguy » Sun Apr 17, 2016 8:01 pm

But, I'm sure Daniel can make an exception for this unit and roll it out early only for it :)
Thanks!
Josh

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Alexander82
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Re: Fast or Hit and run style cavalry

Post by Alexander82 » Thu Aug 11, 2016 9:32 pm

I remember i proposed this as a ride-by-attack skill but the game engine didn't allow this
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Re: Fast or Hit and run style cavalry

Post by Ublaz Mad Eyes » Thu Oct 27, 2016 11:22 am

Why do you need a new unit type for this? I use the hussar for this all the time--just rush in, kill your least favourite unit, and use longbowmen to finish the job. I know this sounds a little bit anti-idea, but I'm just saying that a completely new unit is unnecessary.
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Re: Fast or Hit and run style cavalry

Post by MightyGuy » Thu Oct 27, 2016 12:17 pm

Maybe ;)
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Re: Fast or Hit and run style cavalry

Post by DoomCarrot » Thu Oct 27, 2016 4:02 pm

Good point, hussars are annoying enough as is. Imagine hussars that can escape back to their towers every turn. :shock:
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Re: Fast or Hit and run style cavalry

Post by LordOfAles » Tue Feb 20, 2018 3:06 pm

We have hussars, hungarian hussars and light/elite cavalry. Set this as answered?
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Re: Fast or Hit and run style cavalry - ANSWERED

Post by COOLguy » Sat May 05, 2018 1:24 pm

Kind of a pend too. Answered above. Game mechanic will be added later to all units.
Thanks!
Josh

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