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[Tutorial] Heavy Artillery Tactics

Heavy Artillery

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elbowsanchez #1 Posted 31 December 2017 - 11:37 PM

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Klangooo, on 11 December 2017 - 12:13 PM, said:

I am a huge artillery fan but in this game is impossible to play!
- Everybody plays cav;

- Teammates don't want to protect you

- You do lesView Posts damage than a single archer unit

 

Completely feel your pain.  

 

Having managed much pain and having to defend myself, I was forced from mid tier to purchase a sword infantry unit to, "try" and provide some type of protection for my catapults.  It was a painful effort and only though my stubbornness I could somewhat survive in only limited cases.  It was done by using spikes, a consumable option for roman infantry. On several flat open maps and with far ranging ballista bolts you can finally give back some of the love from a good distance.

 

Very often support from other team members is not given and you are on your own.  In higher tiers (8-10) I feel some teammates finally realized the value of the heavy ranged unit and offered some local assistance.  But it is tricky, because if they give you too much support via infantry support, the team suffers because a melee unit is being used for that protection which in many times is not cost effective, and hard to micro while tactics are being made with their other supporting members. The catapult or ballista provided a consumable of a barricade, but it is also limited help and it is difficult because you have to use the unit to make the barrier, which slows down the inevitable.

 

Am hoping the devs will allow catapults / ballista the option of spikes as they do for scorpions as a consumable.  That will help immensely for heavy artillery only builds.   Or better yet, provide Rome a spear unit that is not premium and can be upgraded through the ranks.  As it stands now, at T10,  I am just using 3 ballistas / catapults and hiding them the best I can on maps that dictate that.  I use my team as spotters when possible, and disassemble and run to another location once detected.   On flat maps I can do substantial damage to units walking in the open using the 3 bolts on a single unit.  Shoot at archers whenever possible as they are the main threat to your team.  On the other maps that are not terrain friendly, I try and do as much damage as possible to the advancing army by using acid and oil, but even then it is pretty tough.

 

Get in the habit of considering that you will be on your own and will have to defend yourself.  The question is do you add an infantry unit for your general or not.  If you camp with spikes and that one infantry unit, you will survive a bit, but with the introduction of scorched earth, all they have to do is continue to throw torches at you.

 

Your spikes can also get taken down by the enemy.

 

Deploy in grass and set spike traps with your infantry protector.  Enemy units will often see you as easy bait and charge and lose massive casualties.  There is a morbid sense of satisfaction watching 3 enemy units get impaled by your stakes, leaving your infantry support to finish them off.

 

Constantly try to find new hideouts, but the smaller maps make it difficult.  Try to position as close to a cliff as possible and when assembling, point the deploy catapult icon away from the target.  That sounds counter intuitive, but what it does is provide your catapult team the ability to surround the catapult instead of sticking out the back as an easy target for Cav.  It helps your artillery unit in melee to survive and you can generally continue to fire even when being attacked.  I learned that by pure accident.  Remember to always have your veni and vidi activated for speed and melee strength.  If you lose line of site and get the blue movement line while targeting, this advantage goes away are your artillery team will stick out the back of that catapult or worse yet, those spikes you laid to help protect  you, will now start killing your own men.

 

Try and use the little speed advantage that you can in the generals tech abilities, but even then you will generally get tracked and hunted down so try and do your damage early and hope a someone will send a spear unit your way to assist in protection.

 

 

 


Edited by elbowsanchez, 31 December 2017 - 11:41 PM.

"The evil Bert and friend."

elbowsanchez #2 Posted 01 January 2018 - 03:14 AM

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Edited by elbowsanchez, 01 January 2018 - 04:25 AM.

"The evil Bert and friend."

HeartMiner #3 Posted 01 January 2018 - 04:26 AM

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I survived tier 3-7 by simply barracading myself into a mini castle... and melee whoever enters the holes with arty crews and wait for rescue. In higher tier I had cabba and socialist as my bodyguard :p

I guess the meta changed quite a lot after I stopped playing arty. 



elbowsanchez #4 Posted 02 January 2018 - 04:41 PM

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Here are few more pointers to use or consider when using artillery:

 

Early Tier Usage:

 

Range ALWAYS use the, "Carpenter" range consumable.  If you are lucky enough to have a team that realizes that spotters are key to a successful artillery unit, range will provide you additional shots before the opposing team can get to you.  It gives you an added advantage over artillery who do not use it.  In early tiers you only get one slot.  Always make sure to add it.  The other consumables in my opinion, are for tiers that provide two slots.

 

Infantry Stakes:  Here is an over simplified configuration where, "/" equals stakes, and, "_" equals infantry unit.  \_/.   The catapults are inside this barrier.  Experiment with this configuration based on the location where you deploy.  This is not a one size fits all solution.

 

Later Tier Usage: (use when you have two consumable slots)

 

Range See above.  Always use BOLTS on flat ranged maps as they provide a huge range increase.  Target skirmishing units, especially archers. Look for pikemen next, Gemanicus units in testudo, and finally cavalry units.  Bolts puncture holes in these units and could be the difference in end game match as they will be somewhat depleted once they get to the main melee engagement.  Hopefully you will have a teammates barbarian cavalry unit who is out in the front of your lines to scout.  They work the best since they have greater speed, but any cav unit will work.  immediately switch to rocks when units come into range as they do more damage.

 

Barricade:  Use one of your catapults / ballistas' and add a barricade.  This gives you additional barriers to slow down the assault on your units.  If you position the barrier correctly in conjunction with your stakes, you can create a kill zone.  if you are deployed in grass, a charging enemy unit will wont see the barrier and, "worm or snake" around it.  If you positioned these barriers correctly the assaulting unit will get impaled by the stakes. (see simplified configuration below) Deploy the barricade 1st, and then adjust your stakes to the sides.  You can experiment with different configurations.  Larger, flatter terrain maps may provide enough time for you to deploy a second barrier, but with artillery, every second counts.  Here is an over simplified configuration where, "/" equals stakes, and, "_" equals barrier.  \_/.   I have also seen and used this configuration  |_|

 

Acrid Smoke:  This is pretty effective if  your base is being capped as it pulses a acrid smoke screen that lowers the moral and does substantial damage to clumped up units inside your base.  Remember that Acrid Smoke lowers the moral on any unit it touches which includes your own teams.  If the opposing team is marching in column formation aim for the front unit and often times the shot will do damage to many units in the column.  It breaks up formations pretty effectively and really wreaks havoc and disruption to the opposite teams formation(s).  It has a psychological effect on the formations making them scramble to avoid.   Your allies can then take advantage to the disruption in formation.

 

Oil Pots:  Have a similar effect as Acrid Smoke, minus the smoke screen.  I tried them for awhile but came to the personal conclusion that Acrid Smoke does more of what I want to do, which is disrupt formations by making the opposing teams panic.

 

The other consumables each have their own pluses and minus, the two above appear to be the most effective from my style of play.  Try each and decide for yourself.

 

Manual Verses Non Manual Aiming:

 

Non Manual Aiming:  This technique is obviously better at hitting stationary targets.  It allows you to scout the field of play on your own, enabling you to better watch enemies advancing towards your position.

 

Manual Aiming:  This UI feature is a bit fumbly and awkward to use, but at times it gives you the only option to target the opposing teams units, keeping you actively involved with the egagement.  Keep in mind your focus will be on trying to guess where targets are at, and it leaves your micro of defending your position at risk.  Since I am not an expert at micro movement, many times my position will get assaulted so be careful.  It is good to take out other catapults because generally they are not in line of sight, but because this game shows a shadow image of the projectile that is firing upon your teams units, you can target the opposing teams catapults by locating them.

 

Friendly Fire:  There is always a risk of this.  Take into consideration that friendly fire by your catapults can and will happen.  It is the nature of the weapon.  Use your best judgement and what is in best interest of the team. It makes no sense to pound rocks into melee engagements that your team is winning.  

 

I try to apologize in chat screen when this happens so people do not think I am intentionally trying to do it (there is a difference between the two).  They may not be happy about it but they will be more forgiving and understanding about it.  Always try and fire into blobbed units like archers, or disorganized enemy formations.


Edited by elbowsanchez, 02 January 2018 - 04:58 PM.

"The evil Bert and friend."




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