Author Topic: R2TR Combat Guide v1.1  (Read 2504 times)

JaM

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R2TR Combat Guide v1.1
« on: November 06, 2016, 04:18:42 AM »



COMBAT GUIDE




Main goal of our combat overhaul was to give player more challenging, yet more realistic experience of ancient combat. Our focus was to simulate rules of combat the way they are described by ancient and modern military historians and scientists. Various aspects of combat part was completely changed from vanilla game, adopting completely different approach to the problematic. Due to inconsistencies with unit experience which is added to some units but not added to others, completely different approach was implemented for much higher combat difficulty than before.


Unit Quality:

As before units are differentiated into groups, yet now groups are much more wide spread. Base attribute is now morale, which ranges from low 20 to 80 points.Yet, instead of differentiating it by 5, new step by 2 is used for much higher granularity.

With experience gone, every's unit base stats define how effective particular unit is. Stats are not final, but its possible to increase them by training buildings, Generals skills, and Army Traditions which now determine veterancy of the force. Technically, soldier's life was not longest, typical service was around 10 years. Which means in campaign that can take 150+ years, these men would leave their units and be replaced by newcomers therefore actual unit experience would be typically kept at the approximately same level.

Cohesion System:


There has been some questions why even introducing a system that was not intended to be in the game originally, replacing something that was created by authors. Main reason why cohesion system was implemented is actually due to issues original Fatigue system had, and its incompatibility with the important game aspects. Most problematic part is definitely AI, which at this time is not aware of fatigue levels, and it doesn't recognize any benefits or penalties of it, which greatly reduces AI effectivity in battle. AI would ran entire army across the map, chasing some faster unit, just to have his units completely fatigued and becoming easy target for fresh player units.
New cohesion system completely replaces fatigue as a combat stat, changing the combat mechanics completely. Instead of units becoming more and more tired, which would reduce their combat stats and speed, cohesion drop has different effects on unit. While morale reduces a bit, disordered units can still fight the same way as before; their melee attacks are not reduced. But their combat defense drops down significantly, so lower cohesion unit has, easier you can kill men of such unit.
Disordered units also get their mass reduced, which makes them particularly vulnerable to cavalry charges, which will penetrate deep into their ranks wreaking havoc. Yet, disordered unit can move much faster than unit in perfect order, which also means that once you rout disordered unit, they will manage to outrun your men, so it is pointless running after them. Instead, you should just send your light infantry or light cavalry to chase them down, preserving cohesion of your melee units.
At this point there are three types of units that behave differently on cohesion. Disciplined units lose cohesion slower than undisciplined units, while Light units are not impacted by cohesion at all.
There are several ways how you could influence the cohesion of your men. Disciplined units usually have ability to restore cohesion during fight. Officers within unit will try to restore order, yet if such unit is in contact with enemy, resulting effect might be not enough.
Another way to reform units during fight is with Generals, which now have ability to reform/restore order of units via ability. This simulates general coming to the unit and personally influencing the unit, and restoring its order by his influence. Experienced generals might be able to restore order even for several units at once, making such generals very effective infantry leaders who could impact the course of battle by their presence.
Yet not all units rely on cohesion. Light infantry skirmishers, who fight outside of close formation, are not impacted by cohesion in any way. These units can move and fight without any impact on their effectivity from cohesion loss. Yet, such units are usually not very proficient in melee combat, so not getting more penalties in that area doesn't help them much in combat anyway.
Cohesion also applies to Cavalry units. Disordered cavalry units have reduced charge, which makes them much less efficient charging enemy. Heavy cavalry can fight either in default formation, or adopt close order formation that will keep unit cohesion better, but will reduce unit speed severally. Using such formations is viable for formed charges against enemy, but not useful when chasing enemy. Again, Light cavalry is not impacted by cohesion at all. They can fight in open order, while they don’t rely on unit formation, but because of this, their charges are much less effective.
Yet, while you can achieve clear benefits from closely watching the cohesion status of your units, it doesn't reduce AI ability to pose a threat, and AI units can still fight hard and cause you casualties.

Main change to cohesion in v3.0 is in fact how it is reduced by various projectiles now. Heavy shots now reduce it more and small less, but now the cohesion is frozen during that time, therefore it will stay reducing for the time projectile penalty is in effect. Unit in constant barrage of projectiles will have cohesion reduced quite fast, therefore player will be able to "soften up" the enemy positions before charge.



Weapon Rebalance:


Due to way how game stats works, we decided to use relatively simple stats system for weapons. Base damage value depends on average kinetic energy potential certain weapons can deal. Yet, it is not just about kinetic energy. Based on works of Military historians and scientists who examined and tested various types of armors and weapons, we have adjusted actual damage potential also based on effectivity of certain attack types. For example, thrusting is about 1.6x more effective at armor piercing than slashing attack. This value is average value taken from various tests against different types of armor. Majority of these results are taken from book of dr. Allan Williams – Knight and the Blast Furnace, while also using work of Dan Howard in – Bronze Age Military Equipment.

Main addition in v3.0 is adding scaled anti-cavalry bonus to all weapons, therefore making all unit more capable in fighting the cavalry. Yet best anti-cavalry units will be now other cavalry units, especially shock cavalry. Bonus is scaled based on weapon type, so spear has much higher bonus than swords or axes.


Melee Weapons:

Celtic longswords - are slashing weapons usually linked with slashing animations. Slashing attacks usually require higher strength to be effective, which makes them much more fatiguous to use. Yet, thanks to their length they can get a lot of momentum, resulting in relatively high kinetic energy on target. In average, slashing swords would produce around 100J of KE with average slash, yet due to such attack hitting armor on much wider area, its armor penetration is reduced. In game terms, slashing longswords deal good amount of damage, while they also provide good defense bonus thanks to their length and the standoff they provide. Yet due to nature of slashing attack, they have only average melee attack accuracy, yet if they score a hit, they will deal good damage based on armor enemy wears.
Iberian falcata/ Greek Kopis - these two swords are in the same class due to their shape. They are also slashing weapons, but with slightly higher damage due to its blade shape. On contrary to longswords, they are not as effective in parrying due to their length, therefore they provide just small melee defense bonus. Yet, they have slightly higher melee attack bonus due to being handier thanks to their shorter length.
Axes and pickaxes - best of slashing weapons, dealing highest amount of damage. Due to shape of the blade, and overall length of one handed axes, they also have very high melee attack, but extremely low melee defense.
Thrusting swords Gladius/Xiphos - Completely opposite to longsword. Shorter, thrusting weapon with relatively lower normal damage and high melee attack. Short sword was able to deal very fast thrusts which were usually very deadly to human torso. Yet being shorter, their melee defense is low. Yet their main advantage is in their shorter length, which makes these swords ideal in close combat melee, where soldiers don’t have enough of space using longer weapons. Shortswords can be directed against unprotected areas of human body, scoring critical damage to soldiers. In R2TR this is simulated by higher bonus against Infantry this type of swords gets.

Light Spear – While being a thrusting weapon, due to its length, spear couldn’t be used as easily as shorter swords. Yet damage potential of thrusting spear is very good, dealing good amount of damage. Due to its length, light spear provides good standoff from enemy, increasing the defense of soldier. Yet main disadvantage of spears is in their lower attack accuracy.
Heavy Spear - Heavier and longer version, deals much higher damage, very good defense and slightly higher melee attack than light spears, as these weapons were properly balanced for thrusting, therefore more accurate.
Lance - very specific weapon only used by shock cavalry. Base stats for lance are same as for falcata/kopis, which were secondary weapons for such units. Lance only adds high charge bonus and especially first hit damage bonus, simulating initial impact with the lance. Afterwards once in melee, cavalry switches to swords, therefore their base stats are more appropriate.
Pikes - another specific weapon. Pikemen were usually also armed with shortswords/ slightly longer daggers for personal defense inside pike formation. yet because CA decided to portray them as swordsmen, their main stat simulates shortsword with all its advantages and disadvantages. When Pike wall ability is enabled, Pike stats get transformed to represent Pike. Normal Damage is adjusted, while anti-infantry bonus is removed because thrusting with such long weapon was quite problematic, yet their melee attack is increased to simulate the fact pike phalanx had 5 ranks of men with lowered pikes instead of 3 shown in game (additional 2 ranks are simulated by added melee attack).

In v3.0 Pikemen now have much lower defense stat when in Pike Phalanx, yet their attack stat is increased, so they will score a lot more hits, pushing enemy away, but if enemy gets close, they will be no match in close combat. Keep flanks of your pikemens protected and they will hold, allow enemy to get to them close through flanks and they will be quickly wiped out. 

Ranged weapons:


In v3.0 flaming arrows were reintroduced to all infantry archers, to give them some capacity to attack wooden structures (walls, towers) Yet flaming arrow, while making higher morale impact, has also reduced range, accuracy and damage, therefore its not really beneficial using it against formed units to score kills as they will be much less effective than normal arrows.
Base design was slightly changed, and all precursor javelins now have small AP damage, yet their overall damage is slightly lower than damage made by normal javelins without precursor head. Another important change is reduction in base accuracy, and replacing it specific anti-infantry, anti-cavalry and anti-elephant bonuses. Base damage was also reduced to compensate, as this bonus applies to both accuracy and damage. Base rule is that faster projectiles are more capable hitting faster units, therefore are better against cavalry. Slingshots and arrows are now much more effective against such units, while javelins have accuracy against fast units reduced, with exception of javelins thrown from horseback or from elephants, as these are supposed to be thrown from moving horse at moving horse, therefore accuracy penalty is nullified.



Light Javelins - light usually 200-400g javelins used by javelinmen or cavalrymen have medium damage potential and relatively good range due to high release speed especially due to amentum/ankyle which was quite common.
Normal Javelins - usually around 600-800g heavy, some of these even had iron precursor head for improved penetration. These javelins have higher damage, and good range. They are typical javelin used by heavy Infantry.
Heavy Javelins - usually 800-1000g heavy, these were hybrid spear/javelins used for both throwing and thrusting (also check light spear for melee stats). They have lower range, and are usually thrown during charge by Melee infantry.
Iron Javelins - Iberian Specialty. All iron, heavy thin javelin, thrown at short range. These were quite effective weapons, have high damage similar to Roman Pila.
Pilum – Roman heavy javelin. Initially Romans used two types, heavy, longer socketed javelin, around 1.7kg heavy, which had short range but had good kinetic energy. These javelins could even be used as temporary spears (yet this is not simulated in R2TR, as units cannot have secondary weapons). Second type was flat-tanged Pilum. This type was a bit lighter, usually around 1.2kg heavy, anyway it could be thrown on longer distance which also increased its kinetic energy at such range. Later, flat-tanged Pilum completely replaced socketed pilum, while additional weight was added to increase the kinetic energy. Overall, Pila are short ranged but extremely effective, when they hit, they reduce enemy unit shield defense stat, and make it more vulnerable in following melee.
Heavy arrows/War arrows - usually 40-60g heavy arrows fired by composite/recurve bows. Thanks to their weight they were able to preserve more kinetic energy at long range, therefore have higher range than lighter arrows.
Medium arrows - these represent slightly lighter arrows used by some eastern nations. They have a bit less penetration, but have higher accuracy due to higher release speed.
Light arrows - lower damage, but high accuracy. These arrows were usually used by horse archers at short range, where their superior speed would guarantee certain hits. yet at longer range their low weight around 20g was not enough to deal much damage, so their effective range is shortened. (all ranges represent effective range, not maximum range)
Ordinary slings - throwing simple stones collected from the ground. heavier stones have limited range, light stones limited effect on target and accuracy. main advantage is much higher amount of ammo available to units (they could collect any stone from the ground)
improved slings - these use stones that were specially selected for their shape or even made of baked clay. they have better accuracy than ordinary stones, again two types can be used, heavy short range higher damage, or lighter long range but low damage.
slings with lead slingshots - Lead projectiles had much higher weight than stones, therefore dealt much higher damage. Again, two types used, heavier for short range and lighter for long range. thanks to optimum shape, they were also the most accurate.


Shields:

Another area greatly overhauled from vanilla approach. Shield stats are composed of three variables. Shield defense, shield armor and shield block chance. Shield defense reduces chance to get hit from melee attack, shield armor increases armor value against attacks, and shield block chance allows shield to block projectiles to not cause any damage.

From those descriptions one overlooked issue might be clear - shield defense prevents hits to happen, but if such hit is scored, shield armor reduces the damage. Problem is, that if you are hit, it also means shield didn’t block the hit; therefore its thickness should not be applied to the person which was being hit. Yet, it is not possible to completely remove shield armor, as its value is used in various multipliers, which means if it has value of 0, such value is automatically nullified. Because of these limitations, we have decided to model shields in two distinct classes:

Active shields - shields with central boss, held in one hand. These shields could be simply moved around, even used for bashing, as they allowed full movement for the hand. Active shields have dominant Shield Defense stat, and minimal shield armor. Shield defense depends on their actual area, which means larger shields cover frontal part better therefore give soldier higher chance to block melee hits. Even if shield is penetrated, these shields were not used to be close to the body, therefore even such penetrations would not necessarily deal any damage. Large active shields even increase mass of the unit, as it was common practice to support these shields by the ground, and fight from lower posture, so soldier was not holding the weight, but was actually fighting behind the barrier. Such positions were much harder to trample, therefore the bonus added.

Passive shields - shields that are not used actively, but instead, are practically used as a form of additional armor. In this category are all shields that are strapped on forearm, like for example Aspis/Hoplon/Clippeus. Aspis was specific shield used for close formations with overlapped shields. Being attached on forearm, it weighted down its bearer, but it was also very hard to use this shield in active defense. Instead, soldiers relied on its mass and its strength. Therefore all passive shields have lower shield defense, but they have high shield armor stat. Practically all cavalry shields are passive shields, due to cavalrymen really needed both arms, which was much easier with shield attached on forearm.

There are also some exceptions to this rule - Pikemen for example are hybrid unit. Outside of pike wall they use their shield as active shields, therefore have good shield defense, but no shield armor. Once pike wall is enabled, their shield defense stat is reduced, and instead, shield armor bonus is applied simulating the fact these shields were carried strapped around the neck by a leather strap, so pikemen could use both hands to hold his pike, therefore were more like an additional armor.
Main addition in v3.0 are custom version of certain shield used by skirmishers.  Previously they were getting same melee defense bonuses as melee units fighting in closer formations, which was making skirmishers unintentionally effective. Instead, their shields now have melee defense reduced, but keeping other parameters intact (block chance against projectile, and shield armor)


Armor Rebalance:


Due to how formula for armor works in Rome 2, we have decided to change the way armor stat is used. Instead of searching for exact precise number based on single entity coverage and thickness values, which are practically impossible to get, our system is a bit more simpler, yet also more effective.
In R2TR, there is a great variation of armor types amongst units. Single unit might have various entities in various armors. Because game doesn't allow us to assign armor value for every entity, we have decided to use a median values instead. Armor still matters, even more than before, yet, all those small differences between various armor types are lost. From realism point of view, it was impossible to realistically assign single value for armors that varied greatly in their protective abilities. For example, having Bronze Italic muscled Pectorale would in vanilla give unit armor value of 40 while unit in leather corselet would have similar value. Yet, from technical perspective, Pectorale would be much more effective at stopping direct hit from weapon aimed at chest, which leather armor would have no chance to stop, yet, due to higher coverage, it would protect against some lighter weapons much better than Pectorales with limited coverage.
Therefore, all armors are now divided by class, and assigned to units based on Median value of all armors in the unit.

Another important difference from previous version is how actual "No Armor" is portrayed. In Rome 2, weapon deals always same damage, but only random portion of armor value is used against it to determine how much damage this weapons makes. all damage that is overmatching armor, is subtracted from soldier hit-points, until all are removed and entity is killed. This also means that with this formula, unit with no armor is always getting hit with 100% of damage value, which means every hit is lethal, as weapon damage is much greater than hit-point of units. Yet, realistically, not every single hit, even against unarmored men would be lethal. A lot of hits would have just a wounding potential. To simulate this in game, unit that has no armor, now gets armor value equal to average hit-points. This means, that even if such unit is hit, damage it takes is not 100% lethal, and there are possibilities for wounding hits.

Now back to armors and damage model. Average hit-points every infantry unit shares, is 20. this value is same for all, due to simple fact human physiology is same, and hole in the chest would kill 100kg man same way as 50 kg man. Yet, as always, there are exceptions to this rule. Berserkers, who before fight forced themselves into some sort of a rage, received small bonus of +5 to their hit-points, which doesn't makes them too resistant, but gives them an edge. No armor value as mentioned is 20. Units which have a helmet, usually receive +5 to armor, units that have some sort of light protection if form of layered tunic get another +10 or +15 points. Units with Bronze armors of various protection usually have sum of armor at level of 50-60 points, high quality bronze armors for elite units (Hellenic royal guards etc) is around 80-90. Anyway even with these values, there is a clear distinction between units, while they gain good boost with armor upgrades, or unit upgrades. Every surplus armor value adds to unit survivability.

Main change in v3.0 comes from fact that Armor value was renamed to Resistance, as it better describe how it actually works. Units also got slightly higher values, to compensate for much improved kill chance of melee weapons, yet units with high level protection are still very effective.
Unit Classes:

Heavy melee infantry
– Usually swordsmen, using large shield. are mainstay of armies. They are very effective in close combat, especially if well armored. Yet they move slowly and need to be in good order to fight effectively. Civilized Heavy Infantry thanks to good training and discipline might have various abilities that can be very useful in combat. Such units can be reformed by commanding officer, which will restore their cohesion status. They can also orderly withdraw from contact with enemy, without being vulnerable to morale penalties of such action.
Barbarian Heavy infantry at the other side is capable of irresistible charges, where unit gets into rage, with its charge and melee attack increased for certain period of time. Yet, during same time their defense is reduced, while after initial adrenaline rush mitigates, their morale will decrease, so such charges are better be properly timed against weakened enemy.

Heavy Spearmen – Similarly to sword armed infantry, these units can serve as main battle units. They can be very effective in close combat, yet they rely more on their initial impact. Spearmen charge is very effective form of attack, as crouched spears can deliver a lot of kinetic energy to enemy, penetrating shields and armor upon impact. On defense, spears are valuable defensive weapon, keeping enemy at bay, which makes such unit hard to overcome. There are various types of Heavy Spearmen, which can use different types of weapons and shields. Hoplites, usually use passive shield with high shield armor value, while using heavy spear with extra punch and extra defense. They are very effective in charge, yet should be careful to flanking force, or to enemy units using heavy missiles on them. Late Hoplites usually drop the passive Aspis in favor of Thureos which while slightly reducing their armor, increases their overall defense considerably, making them even more effective in defense, while keeping all advantages heavy spear provides.
Barbarian Spearmen usually use lighter spears, therefore their charge is not as powerful, yet they often carry additional javelins with them for extra ranged ability. Such units are best deployed as defensive force, or in support of own melee infantry in second line. Yet, lighter armored spearmen might be vulnerable to missiles.

Heavy Skirmishers
– This class now represent any skirmisher with dual role, like Thureophoroi, Macedonic Peltasts and similar. They are capable in close combat,  but have higher ranged capacity than ordinary melee units. Yet typically they lack heavy armors, therefore they should not be used in direct frontal charges, but better off as fast flanking force. All Greek factions now will use Thureophoroi a lot more, mixed with their heavy infantry providing them ranged support.

Ranged Infantry
– This class is represented by various units, with different weapons. Yet their tactics is quite similar. They move independently, not relying on formation (which means cohesion doesn’t apply on them!!!), while only lightly armored and armed. This allows them to outpace any infantry unit on the field. They usually move in light jog, which gives them superior mobility, while it allows them to keep their distance from heavy infantry if needed. These units can use various ranged weapons, from javelins, slings to bows with arrows. Yet lack of armor and minimal combat training means they need to avoid direct confrontation at all costs. Yet these units can move fast even in bad terrain, while able to hide and spot enemies, making them ideal scouting force, and of course ambush force. Broken terrain and forests provides them cover which greatly increases their survivability against other units. Yet, they should stay away from cavalry which is the only thing that can effectively hunt them down.

Heavy Shock Cavalry – Practically best heavy cavalry you can have. They ride heavy horses, are heavily armed, and use a lance. Disciplined Shock cavalry can use various formations which increase unit cohesion therefore increases its effectivity on battlefield. They work best in disciplined charge, yet player should not overestimate them. Cavalry should never charge disciplined infantry from the front. In such case charge will get stopped by front rows, while cavalry mass will become ideal target for heavy javelins that will cause tremendous damage at short range. Heavy shock cavalry should be best used against weakened force, preferably charging their flank or even better rear. Another use for them is to eliminate enemy cavalry. While Shock cavalry doesn’t move fast by default, it will gallop during charges, which will allow them to attack any nearby cavalry they could catch. Yet you should beware of light skirmisher cavalry that can outrun them while throwing javelins at them.

Heavy Melee Cavalry
– Heavily armored Riders on heavy horses, usually armed with spear and shield. While these men are not as effective at charges as Shock cavalry, they can be still very effective against infantry, especially lighter units. They should not charge into heavy infantry directly for the same reasons as Shock cavalry. Instead, they should be kept on flanks dealing with enemy cavalry, and when situation allows it, outflank enemy and charge them into back. Similar as heavy Shock cavalry, they only gallop during charge, so any engagements needs to be properly timed. They can also use special ability like Flying wedge, which will help them keep cohesion, and will increase their charge, but will slow them down a bit (due to unit moving in tight formation). Heavy cavalry should beware of chasing down light skirmisher cavalry, or getting close to elephants.

Light Cavalry
– They can be very useful unit, but they should be kept out of main combat situations. They stand no chance fighting against heavy opponents, but they are fastest than any other unit on the battlefield, which gives them a lot of options. They are ideal force to hunt down skirmishers, while they are the only cavalry unit that can chase down mounted skirmishers, even horse archers. Yet they need to be careful as they lack heavy armor, so they are best in sudden strikes. They usually carry few javelins, which they use during charge for additional impact on enemy. These can give them some advantage when attacking opposite cavalry units, but should be kept out of direct combat with heavy cavalry. Yet their most useful trait is their superior mobility and scouting, as they can spot enemy units on extended range, while they can hide in broken terrain waiting for their chance to ambush the enemy.

Mounted Skirmishers
– they are special class of Light cavalry. Usually proficient with ranged weapons, riding light horses, ideal at harassing enemy heavy units. Yet due to fact riders arms are occupied by his ranged weapons, they are not as maneuverable or as fast as melee light cavalry. Yet when used right, these units can be a nightmare, capable moving fast around battlefield, outflanking enemy positions and shooting in the backs, chasing down enemy troops, scouting the area. They should stay clear of infantry ranged units, specially slingers that can hit them from long range.

Siege Artillery – Stone throwersBallistae are very good long range artillery with good accuracy against stationary targets, ideal against walls and men on ramparts. They can be used at destroying enemy towers, or weakening enemy walls, yet lighter ballistae might be not powerful enough to damage heavy stone walls fast. As all artillery, it moves very slowly, and is very vulnerable to enemy units that get too close. It cannot depress, therefore it is effective only at medium and long ranges, but once enemy gets close, it cannot fire at them. Ballistae can use special flaming shot, which can decrease morale of units being hit by them quite significantly, which makes this type of projectile quite useful against enemy on walls, or infantry in general. All ballistae can use special ability that will increase their precision, but will greatly reduce their rate of fire. This ability can be used for long range disabling shots against enemy towers, or at accurate fire against enemy walls from longer distance. In average, they have large supply of ammo, so they should be able to fire for extended time during sieges. Overall precision of Ballistae was increased in v3.0 giving it much tigher dispersion than before. you can expect more hits closer together now. Also range for Ballistae was increased to 500m, as it was typically shooting smaller projectiles with much higher velocity than Onagers.

Siege Artillery – Rock throwersOnagers are special type of heavy artillery that can lob heavy rocks at long distance. Its main disadvantage in in reduced accuracy, therefore it is best to get onagers closer to the walls they are supposed to hit. Yet due to fire mechanism, they are much simpler to load, even heavy rocks which means they have higher rate of fire than ballistae. Player can also use special ability that will increase their rate of fire more, but for the cost of accuracy. Yet this might be good trade-off when hitting large wall from short distance. Due to heavier ordnance, Onagers are very destructive to walls, but same as ballistae, have wide no fire range, so player should be careful and not allow enemy units to get close, as onager won’t be able to shoot at them.

Battlefield Artillery – Bolt throwers
– This type of artillery can be very effective at medium and short ranges against enemy infantry. Bolts are fired with high velocity, which allows them to penetrate several men at once dealing tremendous damage. They can also fire relatively quickly, which makes them very deadly weapon. They can be very accurate, which makes them ideal weapon for burning down enemy wooden towers with flammable bolts, or shooting down men from walls. Yet, they should be not used unsupported, as they won’t stop enemy infantry on their own. Ultimate Bolt thrower now will be Polybolos, capable firing smaller bolts in quick succession, typically 2x faster than normal scorpio. This weapon will be very effective against units, but as all artillery units, is very vulnerable to melee, so keep it safe and rather retreat men from danger.


Elephants - Elephants are special beasts. They can really cause huge pain in enemy lines, while they can scare off units with weaker morale. They are also very repulsive to cavalry, therefore they can be used as a counter to enemy cavalry charges. Usually Elephants carry few men on top, who can use various ranged projectiles, bows and arrows or javelins. While these men are not very numerous, their elevated position puts them into great advantage over units below them. they can aim fire from above into vulnerable spots, while javelins thrown from elevated position have extra kinetic energy, so it can cause extra penetration. And while Elephants might look quite unstoppable, they should be not sent alone against enemy infantry. Their main weakness are other ranged units, especially those armed with javelins. Their large size also makes them much better target, which means they should also stay clear of bolt shooting artillery. yet, if used right, they can decide the battle, just be careful as if they get into rage, they might stampede own units same way as enemies.
Yet, elephants while still very effective, got their mass reduced, so they will not bash through heavy formations now, but instead will stay in front of them and hitting them. Elephants same as horses were not willing to just run into solid objects, at least not until enraged.


Changes to units in v3.0:

Main difference is for cavalry which is now more vulnerable in prolonged melee. Charging infantry from front, is not a good idea. you will cause damage to infantry, but at the other side, infantry will make damage to cavalry in much higher rate. Overall, you should never charge well prepared high quality infantry. Main role for cavalry is now to stop enemy cavalry from eveloping your flanks, and then once enemy cavalry is defeated support your infantry by charges against enemy rear. At that point, even high quality units morale is reduced from fighitng your infantry, therefore cavalry charge might be exactly what will break them completely. And of course, due to changes to skirmishers which are less effective in melee, cavalry is prime at catching them and wiping them out.

Unit stats are now also more progressive, with high quality units being a lot more effective than before. expect tough fight against any unit with morale higher than 70, Berserkers, Heroes of Sparta or Roman Evocati units will be force to be reckoned with, and you will need to adapt your tactics when facing them. There is nothing worse than facing a frenzy charge of Gaesatae (former Naked Warriors) with your melee units in close combat. Instead you should exploit their low resistance to damage as they typically wear no armor besides their helmets and shields. Engaging them with your skirmishers at range to soften them up will present much different results, but these men are extremely hard to rout, so you will have to wipe them out. And now imagine what more disciplined, and better protected units will be capable of...

Formed attack is now removed from most units, which means there units get disorganized while in attack, but will keep formation in defense. Only units that use formed attack are Hoplites, where it simulates hoplite phalanx with keeping the formation as the main priority.

Field of view was increased for all units, which drastically helps AI to recognize what is happening on the field, and helps it better form its army so instead of chasing down some fast unit they can see, they will now recognize where main enemy force is and will march towards it instead, only using small force to attack any unit that might get close. AI also has tendency to focus on flanking the player on one or two flanks, and due to visibility can better organize it. Player will be forced to adapt on enemy movement and even try to move his army to sides just to make sure main enemy attack is not focused on the flank.. Enemy units are now much more effective in base, therefore battles against AI generals which have similar or better skill, will be extra hard.


Generals:
 
Generals will play much more important role on battlefield, with their skills and abilities. These were completely reworked, and divided into several groups based on General focus.

Rally ability - now default for all, can be activated every 360 seconds (30sec effective time) and will increase the morale for all units within its radius of effect. Its best use is on wavering units, not those that already broke and are running away.
Reform ability - same as rally,  this ability will be activable more than once, with 120 sec recharge time and 10 sec effective time. It will improve cohesion of targeted unit few points up. Better generals will have ability to do this to group of units.
Inspire - as before will improve combat stats of units close to the general, Yet this ability can be used just once per battle therefore player will have to chose the right moment for it.
Rally and Inspire - practically a combination of those two, but with negatives of both. Can be activated just once per battle.
WarCry - This ability will reduce morale to enemy units, but can be used just once, and has short active time (15sec). Improved version will have same effect but on larger group of enemies.

Yet also passive abilities will now have impact. Each level general has will have impact on his aura of influence, therefore good generals will be able to increase the units morale by its presence on much wider area. This also means that losing a general in the heat of battle, will practically deny you this bonus, therefore dont charge your generals into enemy units without a thought. While Generals usually are accompanied by best men, losing a General in battle might cause you a defeat. Killing enemy general has same effect, therefore Its good idea sometimes to focus on him, yet AI tends to keep his general in the back as well. And its not just morale bonuses Generals give, but due to their skills, units stats are impacted as well, therefore losing good general will be practically a disaster.