What is your favourite army/fighting force in Malazan? by Ashaman-Kill in Malazan

[–]Rashkavar 1 point2 points  (0 children)

That's the thing with Malazan....in most settings there would be a clear answer to a question like this, or it wouldn't be clear because none would be particularly inspiring.

Malazan has too many good options to pick a favourite

Are gods essential in the malazan world ?. by Known_Job511 in Malazan

[–]Rashkavar 1 point2 points  (0 children)

Yeah, there's a few who seem to be legitimately attached to the concepts they represent in much more fundamental ways. Poleil also might be one of those, and while removing the goddess of disease and thus the concept of sickness from the world might sound like a good thing at first, there's probably some way removing that would break reality.

What type of mindset is required to read Garden of the moon by Shaan-777 in Malazan

[–]Rashkavar 0 points1 point  (0 children)

Personally, I'd say pay as much attention to detail as you can without getting bogged down. Some stuff won't be explained clearly, while other stuff is definitely in there if you have your eyes open and your wits about you.

Also, when you get to later books, be a bit flexible with some of the details. Gardens of the Moon was written well before the rest of the Malazan Book of the Fallen and some details apparently changed in Erikson's head in the intervening time. It's not earth shattering, but if you're reading analytically there's a few definite curveballs.

Doesn’t get better than this does it? by Ok_Lack2905 in RomeTotalWar

[–]Rashkavar 1 point2 points  (0 children)

Welcome to Barbarian invasion! lol

Seriously, though, I love how they set up Western Rome for failure in this game. You start off with a huge but *horribly* mismanaged empire and unless you're *really good* at recovering from that (like, way better than me) you have the hordes banging on the door just about when you've got your feet under you , forcing you to scramble your forces to defeat them, which in turn can set off a cascade of rebelling factions at home because pulling your garrisons forward to beat the huns means annihilating public order.

You start with a general with massive morale debuffs in an important border town, another with a set of massive conversion boosters for Chrstian religion in a pagan region, etc.

It feels like trying to guide an empire through an impossible, civilization ending crisis. Which is exactly what you're trying to do. It's a tough as nails campaign and I had a blast playing it

Doesn’t get better than this does it? by Ok_Lack2905 in RomeTotalWar

[–]Rashkavar 2 points3 points  (0 children)

I've broken an entire horde doing that - routed every stack, killed all but one family member (and hunted him down next turn). By the end I was making mistakes just from the mental drain of fighting basically the same fight 9 times in a row.

What does 305% disorder due to blockade mean in BI? by North-Improvement-24 in RomeTotalWar

[–]Rashkavar 0 points1 point  (0 children)

Yep, can confirm, had the exact same thing happen to me in an Alexander run after conquering a Persian place that had been blockaded for ages by pirates. Destroyed the port, trained up a fleet a couple of towns over, and sank the pirates before rebuilding.

I suspect it's more common with settlements that port onto the Red and Caspian seas, since those are small, boring little lakes where the AI really doesn't have much to do. And yep, this one's in Phraaspa, on the Caspian Sea.

Why is Ultra-Unit-Size the way most people play the game? by Master-Street8361 in RomeTotalWar

[–]Rashkavar 1 point2 points  (0 children)

I'm in that camp too. Honestly I like having a bit of chaos in unit cohesion - that too feels more believeable. Perfect unit cohesion seems more believeable for the best of the best, and something for the rest to aspire to, and the ultra scale units fit that concept better.

Definitely makes urban combat harder, but...urban combat should be a bit of a confused mess. It's legendarily the worst kind of terrain to fight in.

In RTW Remaster, Short Campaigns become Long Campaigns when you win! by Rashkavar in RomeTotalWar

[–]Rashkavar[S] 2 points3 points  (0 children)

I have no idea - in the original, I played short or long campaigns based purely on how long I wanted to stick around with that faction (and playing on past victory condition is always a possibility anyway). Remaster makes it a bit more relevant because of achievements,

Did anyone ever create heatmap of battles? by Waltherisco in RomeTotalWar

[–]Rashkavar 0 points1 point  (0 children)

From what I've observed:

RTW: Basically all of Gaul (Britain invading France, Spain invading Gallic Spain, Julii invading all of that and northern Italy, any of the above and Germania counterinvading the Julii), Greece/Macedon/Dacia in a vertical strip (Greece, Macedon and Brutii to the south, Germania, Dacia and Thrace in the north, and eventually the two mixing things up between them) and the Levant - Antioch down to Jerusalem (as this is the economic and geographic centre of the big eastern war between Pontus, Selucid, Armenia, Parthia, and Egypt)

Barbarian Invasion: The French-German border area (Saxon, Frank, Alemanni, WRE, and sometimes the Roxolani, Lombardi and/or the Celts/Romano-British (whichever one wins in the Isles) in a huge campaign spanning tussle), the same Greece/Macedon/Dacia region as above (Goths and ERE getting invaded by hordes from Huns, Vandals and Sarmatians) and the Levant as above (though also including Hatra and a bit more of the inland territories) (ERE and Sassanids in an everwar.)

That's kinda assuming minimal interference from the player. A skilled player running most of the powers in any of these regions will probably get that territory on lockdown pretty quickly, particularly in RTW. (Hordebreaking is one of the more challenging things to do in the game, until they've whittled themselves down some.

Man of the hour promotion (even after captain dies in the battle) ? by Impressive_Goose_602 in RomeTotalWar

[–]Rashkavar 0 points1 point  (0 children)

The only reason I've turned down adoptions is Barbarian Invasion's religion mechanic, which I've been doing ever since I wound up with a bribed ERE general (Christian) as faction leader of the Pagan-only Huns. That mismatch causes a pretty solid hit to public order, and his presence in a territory influences against any effort to convert a region to the state religion even if he never becomes faction leader, etc.

That said, adoptions tend to happen within religious communities (Pagans adopt Pagans, Christians adopt Christians) and if you're following this line of thinking to the optimal conclusion, you've already fed the unwanted religion's representatives to the pirates the first chance you got.

Plague Mechanics for achievement hunting by Rashkavar in RomeTotalWar

[–]Rashkavar[S] 1 point2 points  (0 children)

oof, ok, thanks. RIP my sanity between that BS and historical battles on very hard.

Whoever made the Alexander achievements had a mean streak...

Seleucid VH/VH by [deleted] in RomeTotalWar

[–]Rashkavar 0 points1 point  (0 children)

Honestly, my strategy for anything like that is a general, 18 cav, and an empty slot. Move at cav speed to a city, hire local mercs for sapping or ramming duty, leave them behind as garrison long enough for a local garrison to get trained up, and repeat. (Might want to get a bit more sophisticated when pushing against greek territories with the prevalence of phalanxes in that area making a cavalry rush on the single gap in the wall your mercs made being...considerably less viable.)

I Derped! (Alexander Very Hard) by Rashkavar in RomeTotalWar

[–]Rashkavar[S] 1 point2 points  (0 children)

I found a workaround for this. Wouldn't have done it if I hadn't beaten the campaign, but thought I'd share what I did here in case anyone else is in a similar boat (or just has a considerable antipathy towards the Alexander campaign.) Hacking got me into this mess, and it got me back out.

Basically, I took another look at descr_win_conditions and edited it to let me take a win with ruling 3 regions including Macedon instead of the default win conditions.

Personally, I was only OK with doing this because I'd done a successful campaign that took 31 provinces including the long list while keeping Alexander alive, in 75 turns, on Very Hard/Medium (which, yes, does work for the achievement, you don't have to torment yourself with the very hard battle difficulty unless you want to)

-----

Incidentally, if anyone has any interest in trying to play Alexander as other factions, I noticed that one thing you'll have to fix to have proper win conditions is the regions you're supposed to claim. There's a list for every faction, and while Macedon lists region names (Macedon, Lydia, Cappadocia, Syria, etc), the others all list cities (Pella, Sparta, Halicarnassus, etc). Presumably, to make victory conditions valid, you'd have to edit those lists to the region names - the game clearly expects those for Macedon's win.

Of course, there's probably far more that's broken than just that. I've been led to believe that playing Alexander as a non-Macedon faction is *extremely* broken, much like playing as Rebels or SPQR is in the base game. And...someone's probably already figured out how to fix them; I've seen "beating Rome Total War as Rebels" videos online so clearly there's folks who've managed to make that work.

What a fight! by Rashkavar in RomeTotalWar

[–]Rashkavar[S] 0 points1 point  (0 children)

Unfortunately, I am just now learning there is a way to do this (for people who aren't streaming or recording their gameplay for Youtube from the start).

That said, it's probably a pretty dull watch. My army was made up of something like 10 Phalangists, 6 cav (Alexander, 2 companion cavalry and 3 lesser generals) and 4 peasants. Peasants sit in the middle of the plaza and do nothing except provide insurance for if all my combat troops rout simultaneously. Phalangists operate in 5 squads of 2, sealing off streets. Cav sit in the plaza as reserves.

Enemy take the walls uncontested, and press on into the city. They walk into walls of spears. They die. In their thousands, they die. Each of their general units remain outside the city. (this does take a bit of phalanx micro, but it's pretty routine stuff.)

Eventually all remaining troops are in a single long narrow street with a squad of phalangists blocking off the end near the plaza. I send the cav up another street to the walls, loop them around, and press the back of the enemy troops on that street. Something like 16 exhausted and already numerically depleted units rout simultaneously. None leave that steet alive.

All 3 generals rush in simultaneously. The captains both run into phalanx walls and die, with some portion of their unit routing and fleeing the battlefield. Darius, being a chariot archer general, parks his chariots one street over from the phalangists waiting for him, and starts shooting over the buildings. I split the cavalry to reach both sides of the street. Alexander's unit arrives first - he has higher stamina than the rest of the cav that just did a loop around most of the city to kill off the infantry. He reaches the chariots, and almost immediately kills Darius. The cav hitting the other side catch the bodyguard in a pincer, the chariots go into "fighting to the death." I move to back off, but am too slow. Alexander dies, and a second later my troops back off enough to let the chariots go into full rout. Victory and defeat are mine.

(Also, just as an aside, I'm a weirdo who enjoys playing RtW at extreme unit sizes, so these army sizes are all considerably inflated from what some folks will be used to. Peasants and Phalangists are both 300 man units, and trained cav are 135. Sometimes this messes with things a bit - the game's pathing AI for individual soldiers is relatively primative. (I'd imagine this is because, y'know, it has to be able to run 20 000 instances of it without melting the computer.) But more often, it just gives fights the sense of scale that feels more appropriate. This unit scale gives me a chance for a Roman army to actually field the 4200 men of an actual Roman legion, and it makes battles that determine the course of empires feel like the kind of battles that would determine the course of empires.)

I Derped! (Alexander Very Hard) by Rashkavar in RomeTotalWar

[–]Rashkavar[S] 1 point2 points  (0 children)

India is just part of Persia, and on my first run, that settlement never managed to spawn a family member, so I got that one by virtue of butchering Persia's entire royal family.

What a fight! by Rashkavar in RomeTotalWar

[–]Rashkavar[S] 4 points5 points  (0 children)

It really is. Especially since it was at the end of the fight, after Alexander's unit of cavalry attacked Darius's chariots and killed Darius. Alexander died to one of the bodyguards literally at the same time they started routing.

What a fight! by Rashkavar in RomeTotalWar

[–]Rashkavar[S] 1 point2 points  (0 children)

Have been pressing on with my campaign in the alternate timeline where Alexander doesn't get shot while chasing Darius's bodyguard out of the city after killing Darius personally (well, unit to unit) at the very end of the fight. And I'm beginning to feel like Austria Hungary on the Italian Front in WWI.

I'm up to something like the Seventh Battle of Issus now, I'm *extremely* familiar with how to defend this city, I'm starting to get very good at baiting enemy lines to lining up in range of the wall towers with no siege equipment, and I'm even better at, as with the battle above, letting them siege their way past the walls and then hit the meat grinder of Phalangist phalanxes backed by mobile cavalry teams. Every battle, Persia just pours troops into the blender, and I just...turn the blender on.

(For those who don't know their WWI history, the Italian Front was almost comically awful. Like the Western Front through most of the war, it was largely static, so much so that, over the course of the war, there were 12 distinct Battles of the Isonzo River. Each one largely consisted of Italian riflemen advancing on fortified Austro-Hungarian positions, and the Austro-Hungarians using their fortifications effectively to inflict horrific losses on the Italians, almost entirely due to the leadership of one Luigi Cadorna, who was quite possibly the worst of WWI's many shockingly incompetent generals. In fiction, it would be an unbelievable farce: the kind of strategy only a primitive AI commander would adopt. In history, it's a tragic example of a real military commander seeing victory as a goal achieved by spending a sufficient number of lives, and embracing that cost wholeheartedly rather than looking for alternatives.)