I found peltasts were better on the flanks, dont push them out from behind the main infantry line until the enemy engage. Use them to "pelt" the exposed rear of the enemy then charge after depleting their ammunition. You can fold the flanks at that point until the enemy is either pushed into an encircled pocket in the middle, or into a route. Also peltasts are great for anti cavalry if you use garbage infantry on the flanks "not pikeman, hoplites, thorax, ect..." it will bait the cavalry into an attack thinking it can win, since the enemy cavalry is elevated the peltasts can lob the javelins over your infantry line with minimum friendly fire casualties. After the cavalry route which wont be long, do the aforementioned tactic. The biggest downside to this tactic is lack of range and vulnerability to enemy slingers and archers. Medium or light cavalry is an easy fix tho. This tactic is mainly a defensive tactic but it can be used on the offensive if done orderly and with baiting tactics. I'd love to hear any input positive or negative, this is just what worked for me. Edit* also I enjoyed your video alot, just found your content. Will be binging lmao😂
@@Toxborg flanking heavy infantry or pikes/ hopolites. Soften up and engage. They can hold for while against most cav so one of the best flankers in the game. Checker board with heavy infantry or pikes/ hopolites. Put them in the rear line and on fire at will and push through to tip the balance of weight of numbers. But mostly flanking with Cav
Fun fact: darts, stones, lead sling bullets etc were in common use all the way up until Napoleonic times. If you're in formation and not in front, throw the rock boy, be useful. We have proof of this from written accounts, battlefield archaeology, and tapestries.
I know this vid is over a year old so you prob wont see this, but does anyone know if there is a way to make a unit with 1 javelin (eg sword units) do the charge with jav toss that rome 2 used to have, or did DEI disable it? I often find units dont get both their toss and charge off, so I wondered if there is a way to enable this.
I belive Kimbri or Odrysians had javelinemenn with 23 missile damage befoe last update. Maybe they still do, dont remember.. I have to check.. And Baktrian horse javelinemenn still have 23 missile damage.. Do a video about mounted missile units.
slingers may have lower attack put their amor pircing its higher than an archer,making them better againts armored oponent. I found that : archers = long range,good vs low armor and decent ammo sling = longer range,better vs armored and high ammo javalins = short range,good vs anything but low ammo peltast = same as javalins but offer a decent melee performance so can be use as a flanking unit crossbow = its a mix of the best from slinger and archer dart guys,never really use them,they can melt units but for that range I prefer to use peltasts Now I found that archer are better for siege in barbarian settlement and against fortres since they can use fire arrows to take down the towers and palisade,good to burn gates too
I don't use them to skirmish, I use them to soften up the enemy charge then retreat before my defensive line then surround the charging line while my cavalry hunts down other cavalry and archers, then shot them in the back and charge them as a hammer when they run out of ammunition. Personally the auxiliary Roman skirmisher units are steamrollers as hammers, they have excellent offensive and defensive stats as light units and perform excellent, hell even some archers are pretty good hunting down routing units and as a hammer when they run out of ammo
Not exaclty - It depends on whether you want them to engage in combat after having spent all their ammo (6), because the peltasts are superior in melee in terms of armour and defence. Plus Macedon also have access to Rhodian slingers and Creten archers which are pretty strong contenders for the spot too :D
My crossbow unit doesnt have the option to switch to heavy shot. Is this a bug, or does the tooltip simply imply that theyre shots are more damaging (thus, already heavy)?
4:40 "basically melting them" sooo much understated joy in that comment
hahahahahaha
The crossbowmen are the best ranged unit in the mod. Change my mind
Agreed - i'd pick them all day, everyday
@Nobody nothing that a few general abilities and army traditions can't improve
Gastraphetes. The belly-bow. Cool unit, but they aint skirmishers they're dedicated ranged units
The only down side is you can only recruit up to 4 of them. At least for the romans. Not 100% sure about Syracuse.
@@DBGTZ117 Syracuse can recruit as many as they want. They're part of the faction roster
I found peltasts were better on the flanks, dont push them out from behind the main infantry line until the enemy engage. Use them to "pelt" the exposed rear of the enemy then charge after depleting their ammunition. You can fold the flanks at that point until the enemy is either pushed into an encircled pocket in the middle, or into a route. Also peltasts are great for anti cavalry if you use garbage infantry on the flanks "not pikeman, hoplites, thorax, ect..." it will bait the cavalry into an attack thinking it can win, since the enemy cavalry is elevated the peltasts can lob the javelins over your infantry line with minimum friendly fire casualties. After the cavalry route which wont be long, do the aforementioned tactic. The biggest downside to this tactic is lack of range and vulnerability to enemy slingers and archers. Medium or light cavalry is an easy fix tho. This tactic is mainly a defensive tactic but it can be used on the offensive if done orderly and with baiting tactics. I'd love to hear any input positive or negative, this is just what worked for me. Edit* also I enjoyed your video alot, just found your content. Will be binging lmao😂
Peltasts sure can be powerful and taking down the enemy sure is a prime target 😉
Great replay bro thanx for information 😃
You're welcome mate, happy to help
Peltats completely changed my experience of DEI. ❤️ Them
NIce! What tactics do you use with peltasts?
@@Toxborg flanking heavy infantry or pikes/ hopolites. Soften up and engage. They can hold for while against most cav so one of the best flankers in the game.
Checker board with heavy infantry or pikes/ hopolites. Put them in the rear line and on fire at will and push through to tip the balance of weight of numbers.
But mostly flanking with Cav
I love that you're using the checker board formation! A true fan of fun😉🤌
Fun fact: darts, stones, lead sling bullets etc were in common use all the way up until Napoleonic times. If you're in formation and not in front, throw the rock boy, be useful. We have proof of this from written accounts, battlefield archaeology, and tapestries.
It is actually kinda amazing for how long this weapon was used!
I'm guilty of only bringing two units of archers to shoot cav on my flanks and that's it for skirmishers.
Hollywood, I hereby sentence you to 5 online battles against players using the noobbox 😆
I know this vid is over a year old so you prob wont see this, but does anyone know if there is a way to make a unit with 1 javelin (eg sword units) do the charge with jav toss that rome 2 used to have, or did DEI disable it? I often find units dont get both their toss and charge off, so I wondered if there is a way to enable this.
There probably is a way. Although I don't know how to mod
i just have a hard time using skirmishers lmao, they all just die so quickly in my command even if i use this in skirmishing tactics
I feel you pain fam
I belive Kimbri or Odrysians had javelinemenn with 23 missile damage befoe last update. Maybe they still do, dont remember.. I have to check.. And Baktrian horse javelinemenn still have 23 missile damage..
Do a video about mounted missile units.
Yeah, I can probably do cavalry next - should be fun to see how it turns out
slingers may have lower attack put their amor pircing its higher than an archer,making them better againts armored oponent.
I found that :
archers = long range,good vs low armor and decent ammo
sling = longer range,better vs armored and high ammo
javalins = short range,good vs anything but low ammo
peltast = same as javalins but offer a decent melee performance so can be use as a flanking unit
crossbow = its a mix of the best from slinger and archer
dart guys,never really use them,they can melt units but for that range I prefer to use peltasts
Now I found that archer are better for siege in barbarian settlement and against fortres since they can use fire arrows to take down the towers and palisade,good to burn gates too
Yeah, I was right, Kimbri Elite skirmishers and Odrysian noble peltas got 23 missile damage..
They are proper elite!
I don't use them to skirmish, I use them to soften up the enemy charge then retreat before my defensive line then surround the charging line while my cavalry hunts down other cavalry and archers, then shot them in the back and charge them as a hammer when they run out of ammunition. Personally the auxiliary Roman skirmisher units are steamrollers as hammers, they have excellent offensive and defensive stats as light units and perform excellent, hell even some archers are pretty good hunting down routing units and as a hammer when they run out of ammo
Rear charges are so strong in DEI. It is basically the best way to win a battle
So for Macedon, is it always better to just use dart slingers?
Not exaclty - It depends on whether you want them to engage in combat after having spent all their ammo (6), because the peltasts are superior in melee in terms of armour and defence. Plus Macedon also have access to Rhodian slingers and Creten archers which are pretty strong contenders for the spot too :D
My crossbow unit doesnt have the option to switch to heavy shot. Is this a bug, or does the tooltip simply imply that theyre shots are more damaging (thus, already heavy)?
I simply think it is because that wasn't a thing for crossbowmen back then