14, Light cavalry 10% of all light units, 1.5 - Martial 8, Heavy Infantry 70% of all melee units, 1.5 - Martial 12, Heavy Infantry 60% of all melee units, 1.5 - Martial 16, Heavy Infantry 50% of all melee units, No enemy leader is considered an honorable combatant by the leader or the leader's liege, NOT in forest, woods, mountain, jungle, or marsh, 1.5 - Martial 8, Light Infantry 70% of the flank, 1.5 - Martial 12, Light Infantry 60% of the flank, 1.5 - Martial 16, Light Infantry 50% of the flank, 2 - Martial 10, Archers 30% of all skirmish units, 2 - Martial 4, Archers 40% of all skirmish units, 1.5 - Martial 8, Pikemen 70% of all melee units, 1.5 - Martial 12, Pikemen 60% of all melee units, 1.5 - Martial 16, Pikemen 50% of all melee units, 1.5 - Martial 8, Light Infantry 60% of the flank, Light Cavalry 60% of skirmish units, 1.5 - Martial 12, Light Infantry 50% of the flank, Light Cavalry 30% of skirmish units, 1.5 - Martial 16, Light Infantry 40% of the flank, Light Cavalry 20% of skirmish units, the game file "00_combat_tactics.txt" at the path "Crusader Kings II/common/combat_tactics/00_combat_tactics.txt" (where the tactics are defined for the Crusader Kings II game engine), the game file "text1.csv" at the path "Crusader Kings II/localisation/text1.csv" (where some of the names of the tactics are defined for the Crusader Kings II game engine), the game file "v2_50b.csv" at the path "Crusader Kings II/localisation/v2_50b.csv" (where some of the names of the tactics are defined for the Crusader Kings II game engine), the game file "text3.csv" at the path "Crusader Kings II/localisation/text3.csv" (where some of the names of the tactics are defined for the Crusader Kings II game engine), the game file "v1_06.csv" at the path "Crusader Kings II/localisation/v1_06.csv" (where some of the names of the tactics are defined for the Crusader Kings II game engine). For eligibility horse archers and camel are added to light cavalry statistics. Location not in forest, woods, mountain, jungle or marsh adds a +50% affinity bonus against the Volley Group to match Disorganized Harass, which has an affinity bonus despite being a "bad" tactic; increases the trigger condition when the flank has a good commander from 50% Horse Archers to 65% Horse Archers, thus removing the overlap between Swarm and Disorganized Swarm to match Harass and Disorganized Harass, which have no such overlap Archers have 1 morale and fall apart in melee so in order to make them work you have to destroy the enemy in skirmish phase. (Basically if the percentage of Horse Archers is too high the Disorganised Swarm Tactic is used instead.). Game Country Network Name Date; Crusader Kings 2: Chile: Toni M. 12/01/2021: Crusader Kings 2: Romania: fubi: 26/12/2020: Crusader Kings 2: Turkiye: sakso: 16/09/2020: Crusader Kings 2: Brazil: Diego Pimentel: 04/06/2020: Crusader Kings 2: Brazil: LeonardoArruda4: 09/05/2020: Crusader Kings 2: Chile: Claudio123 : 08/05/2020: … The second time tactic is selected it is usually day 13 or 19 and that are often more than enough to crush the enemy. Crusader Kings III Available Now! The only tactics that do the reverse are gated by culture or warrior lodges. (Disorganised Harass is used if the Light Cavalry percent is too high. Effect: selected tactic runs for a fixed tactic-specific number of days (even if combat phase changes) and brings a damage modifier to units. Defensive tactics aim to protect units that don't excel in their opposite phases, for example, heavy infantry in the skirmish phase or light infantry in the melee phase. English/Welsh Archer Retinue: Formula: 14 Longbow: 4 Skirmish:7 Defense:4 Light Skirmish Divisions . Does that reduce player's ability to do interesting things? Reminder: Camel Cavalry and Horse Archers are added to Light Cavalry for this check. Both the skirmish and melee phase have offensive tactics, defensive tactics and transitional tactics. Applies knowledge of concepts, principles, strategies, and tactics related to movement and performance. last update Wednesday, November 20, 2013. downloads 3355. downloads (7 days) 4. CONTACT US. Your best bet here is to have a zealous, … 7/21/2019 This section is not complete. Affinity: Tactics have an asymmetrical offensive/defensive tactic affinity which gives a bonus when matched. The volley fire in general, and specifically the musketry volley-technique (also known as the countermarch), requires a line of soldiers to fire on command; that accomplished, they march [to the] back [of the perhaps three- or 15-row formation],] and commence reload while those in the next row emulate those just completed steps. Transitional tactics often provide large tactical bonuses to their respective troops. In practice, it often consists of having a line of soldiers all discharge their weapons simultaneously at the enemy forces on command, known as "firing a volley", followed by more lines of soldiers repeating the same maneuver in turns. Modifiers: base weight is modified (multiplied and stackable) based on flank. Changelog: MAJOR - Ironman mode - Steam Achievements - Religious (non-heretic) rebels - Women can now die in childbirth, and there can … But since a normal culture needs to have fewer than 40% archers to get the Volley tactic it just doesn't work. (8%) Damage: 1.2 (retinue)x4.20(tactic)x5(base)x.015 (combat)x5500 (troops)=2080 damage. Melee Do note this simulator does not take into account that camel cavalry can trigger some of the same tactics as light cavalry. The realm rejoices as Paradox Interactive announces the launch of Crusader Kings III, the latest entry in the publisher’s grand strategy role-playing game franchise. This page was last edited on 7 May 2020, at 19:53. The combat system implementation of ... To open the console in Crusader Kings 2, press the ` (grave) key on your keyboard. Each phase has its groups of tactics. During the combat cycle, within each phase— whether it be skirmish, melee or pursuit; a combat tactic is rolled for each flank. For contrast take a look at arumba's Clear Combat mod - it basically rips out the entire tactics system out of CK2 and replaces it with a very simple system based on just commander's martial ability. want to play CRUSADER KINGS 2 with me? War Elephants are added to Heavy Cavalry. Volley fire, as a military tactic, is (in its simplest form) the concept of having soldiers shoot at the same direction in mass. Horse archers ≥ 1% The potential added damage from affinity ranges from -120% to +300%! Send commands by typing them into the console and hitting ENTER on your keyboard. Please expand. Tactics: Skirmish. words, often it is the hitter’s ability that makes the difference in whether a particular set is poor, acceptable or good. https://ck2.paradoxwikis.com/index.php?title=Combat_tactics&oldid=41308, Eligibility: conditions based on phase, flank. During combat, each flank gets a combat tactic selected: The Light Cavalry (Light Cavalry units, Camel Cavalry, and Horse Archers) percentage is relative to the entire flank. These cultural tactics are designed to match their unique retinue or cultural building, so that those compositions will excel. v. 2.0 . These tactics can be treated as reserve tactics, they have no effect on combat. Light infantry ≥ 10%. Please help with verifying or updating older sections of this article.At least some were last verified for version 3.2. A swarm type beats a volley type and a volley type beats a harassing type— hence 'rock paper scissors' dynamic. What is meant by quicker is that the middle hitter will attack a very fast set while the outside attackers will also hit a set that is about the height of the antenna at its peak. Heavy cavalry ≥ 1%, https://ck2.paradoxwikis.com/index.php?title=User:Moulton/combattactics&oldid=41520. The outcome of a battle is decided by commanders, troop numbers, troop quality, terrain and tactics. Only the melee unit types are counted against. Phone: 203-849-9509. So I'm still not very experienced with CK2 (a bit over 200 hours played), but being the obsessive nerd I am, I couldn't help but try and learn about all the combat tactics and how to optimize retinues. Crusader Kings 2 Battle Simulator; Crusader Kings 2 Combat Tips; Crusader Kings 2 Battle Simulator . Location not in forest, woods, mountain, jungle or marsh. Horse archers ≥ 1% The offensive tactics counter each in other in the same way as 'rock paper scissors'. Skirmish units are archers, camel cavalry, horse archers, light cavalry and light infantry. Camel cavalry or light cavalry ≥ 5% One of the following: Skirmish A swarm type beats a volley type and a volley type beats a harassing type— hence 'rock paper scissors' dynamic. Volleyball Blocking Strategies - Read Blocking Probably the most common way to set up a volleyball block is "blocking by reading the opponent", read blocking. (animated) A quick overview of the military principles of Concentration of Force and Defeat in Principle. For example, the tactic 'charge of opportunity' tactic provides a 300% damage boost to heavy cavalry and horse archers whilst switching the combat phase to melee. Note that flanks do not necessarily have to be in the same phase as each other, and they'll usually enter melee at slightly different times. Volley: 300% archer damage (37%) Massive Volley: 420% archer damage (55%) Charge Undefended: Not sure this actually happens, but bad. Transitional tactics switch the combat phase quicker than normal. Note: the attacker's tactical affinity bonus applies to the tactic used on the previous day by the defender. Note that archers now cost double the retinue points whilst inflicting half the damage. Outcome E3.1b-2. Game update (patch) to Crusader Kings II, a(n) strategy game, v.2.0, added on Wednesday, November 20, 2013. file type Game update. Larger armies do not always win. Archers ≥ 1% A harass type tactic in the skirmish phase beats a swarm type tactic. The Volley King, like the backboard, is an indoor, outdoor, play all by yourself and make your game great kind of a product. 5. FMT = flank melee troops, in cases where the number of troops are compared to the overall number of a type of unit within the flank. The Light Infantry check is probably a bug. Charge on undefended flank can't happen the first time tactic is decided. Elephants are added to heavy cavalry. Weight: each eligible tactic gets a base weight which makes it more or less likely to be selected. There are a risk that the enemy uses General Skirmish tactic and then Charge on undefended flank but that are normally very unlikely. It's being compared to the total number of skirmish units but is not a skirmish unit itself. Volley is now +200% to archers; Massive volley is +350%. Skirmish A good serve will score you a point or put the opposition at a disadvantage position. Free download. To get the most out of Archer retinues, an English or Welsh commander is required, to enable the Massive Volley cultural tactic. Box 753 Norwalk, CT 06852. Volleyball tactics and techniques There are different types of shots and skills in volleyball. Melee. 10470 Retinue points would grant you: 5250 Archers. Never, this tactic will be set if anything goes wrong. You need to know that the defensive tactic in volleyball is all about blocking as well as diving, rolling and sliding. Photo courtesy of FIVB. Serve Firstly the serve is the first shot to begin the game and a point. Skirmish 1600 Light Infantry. Other tactics are unchanged. Skirmish phases last from between 12 to 18 days on average whilst melee last from 12 to 24 days on average. 0.8 – Skirmish Technique level 2, also at lvl 4, 6 and 8, Light Cavalry <75% and Martial 12 or above, 2 – Martial 8, (Light Cav 70% OR Camel Cav 70%) of skirmish units, 2 – Martial 12, (Light Cav 60% OR Camel Cav 60%) of skirmish units, 2 – Martial 16, (Light Cav 50% OR Camel Cav 50%) of skirmish units, Light Cavalry 40% AND (Martial <12 OR no leader), 1.5 – (Light Cav 50% OR Camel Cav 50%) of all skirmish units, 1.5 – (Light Cav 70% OR Camel Cav 70%) of all skirmish units, 1.5 – (Light Cav 90% OR Camel Cav 90%) of all skirmish units, 1.5 – Martial 8, Light Infantry 40%, Archers 20% of all skirmish units, 1.5 – Martial 12, Light Infantry 40%, Archers 20% of all skirmish units, 1.5 – Martial 16, Light Infantry 40%, Archers 20% of all skirmish units, 1.5 – Martial 8, Archers 10% of all skirmish units, 1.5 – Martial 12, Archers 20% of all skirmish units, 1.5 – Martial 16, Archers 30% of all skirmish units, Location NOT forest, woods, mountain, jungle, or marsh, 1.5 – Martial 8, Archers 70%, Horse Archers 30% of all skirmish units, 1.5 – Martial 12, Archers 60%, Horse Archers 30% of all skirmish units, 1.5 – Martial 16, Archers 50%, Horse Archers 30% of all skirmish units, NOT location forest, woods, mountain, jungle, or marsh, Horse archers <65% and Martial 12 or above, 1.5 – Martial 8, Horse Archers 20% of all skirmish units, 1.5 – Martial 12, Horse Archers 30% of all skirmish units, 1.5 – Martial 16, Horse Archers 40% of all skirmish units, Horse Archers 30% AND (Leader with martial below 12 OR no leader), 1.5 – Horse Archers 50% of all skirmish units, 1.5 – Horse Archers 70% of all skirmish units, 1.5 – Horse Archers 90% of all skirmish units, NOT location Forest, woods, mountain, jungle, or marsh, 1.5 – Martial 8, Horse Archers 20%, AND (Light Cav 30% OR Camel Cav 30%) of all skirmish units, 1.5 – Martial 12, Horse Archers 30%, AND (Light Cav 30% OR Camel Cav 30%) of all skirmish units, 1.5 – Martial 16, Horse Archers 40%, AND (Light Cav 30% OR Camel Cav 30%) of all skirmish units, Heavy Infantry 20% OR Light Infantry 20% OR Pikemen 20%, 3 – Martial 12, Pikemen 30% of all melee units, 3 – Martial 12, Heavy Infantry 30% of all melee units, 3 - Martial 16, Pikemen 30% of all melee units, 3 – Martial 16, Heavy Infantry 30% of all melee units, 3 – Martial 12, Archers 30% of all skirmish units, 3 – Martial 12, Light Infantry 40% of the entire flank, 3 – Martial 12, War Elephants 5% of the entire flank, 3 – Martial 12, War Elephants 7.5% of the entire flank, 100 - Enemy has 60% archers TOTAL in his flank, 3 – Martial 12, Horse Archers 30% of all skirmish units, 3 – Martial 12, Heavy Infantry 10% of all melee units, 3 – Martial 12, Heavy Cavalry 10% of all melee units, 3 - Martial 8, War Elephants 4% of the entire flank, 3 - Martial 12, War Elephants 3% of the entire flank, 3 - Martial 18, War Elephants 2% of the entire flank, 8 - Martial 18, Heavy Cavalry 40% of the entire flank, 0.8 – Melee Techniques at level 2, also at lvl 4, 6, and 8, 1.5 – Martial 8, Heavy Infantry 70% of all melee units, 1.5 – Martial 12, Heavy Infantry 60% of all melee units, 1.5 – Martial 16, Heavy Infantry 50% of all melee units, 1.5 – Martial 9, Heavy Infantry 70%, Heavy Cavalry 30% of all melee units, 1.5 – Martial 13, Heavy Infantry 60%, Heavy Cavalry 30% of all melee units, 1.5 – Martial 17, Heavy Infantry 50%, Heavy Cavalry 30% of all melee units, 1.5 – Martial 8, Pikemen 70% of all melee units, 1.5 – Martial 12, Pikemen 60% of all melee units, 1.5 – Martial 16, Pikemen 50% of all melee units, 1.5 – Martial 8, Pikemen 70%, Heavy Infantry 30% of all melee units, 1.5 – Martial 12, Pikemen 60%, Heavy Infantry 30% of all melee units, 1.5 – Martial 16, Pikemen 50%, Heavy Infantry 30% of all melee units, 1.5 – Martial 8, Heavy Cavalry 70% of all melee units, 1.5 – Martial 12, Heavy Cavalry 60% of all melee units, 1.5 – Martial 16, Heavy Cavalry 50% of all melee units, 1.5 – Martial 9, Heavy Cavalry 70%, Pikemen 30% of all melee units, 1.5 – Martial 13, Heavy Cavalry 60%, Pikemen 30% of all melee units, 1.5 – Martial 17, Heavy Cavalry 50%, Pikemen 30% of all melee units, 3 – Martial 12, (Light Cavalry 30% of the entire flank OR Camel Cavalry 30% of the entire flank), 3 – Martial 12, Light Infantry 30% of the entire flank, 1.5 – Martial 8, (Pikemen 70% of all melee units OR Heavy Infantry 30% of all melee units OR War Elephants 4% of the entire flank), 1.5 – Martial 12, (Pikemen 60% of all melee units OR Heavy Infantry 30% of all melee units OR War Elephants 2% of the entire flank), 1.5 – Martial 16, (Pikemen 50% of all melee units OR Heavy Infantry 30% of all melee units OR War Elephants 1% of the entire flank), 1.5 – Martial 8, Pikemen 70% of all melee units OR Heavy Infantry 30% of all melee units OR War Elephants 4% of the entire flank OR Heavy Cavalry 25% of the entire flank, 1.5 – Martial 12, Pikemen 60% of all melee units OR Heavy Infantry 30% of all melee units OR War Elephants 2% of the entire flank OR Heavy Cavalry 25% of the entire flank, 1.5 – Martial 16, Pikemen 50% of all melee units OR Heavy Infantry 30% of all melee units OR War Elephants 1% of the entire flank OR Heavy Cavalry 25% of the entire flank, 3 - Martial < 7, Horse archers 30% of all skirmish units, 3 - Martial < 7, Heavy Cavalry 10% of all melee units, 3 - Martial < 7, Heavy Infantry 10% of all melee units, 1.5 - Martial < 7, Heavy Infantry 50% of all melee units, 1.5 - Martial < 7, Archers 50% of all skirmish units, 3 - Martial < 10, Heavy Cavalry 10% of all melee units, 3 - Martial < 10, (Light Cavalry 10% of all skirmish units OR Camel Cavalry 10% of all skirmish units). 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Massive volley: 1480 November 20, 2013. downloads 3355. downloads ( 7 days ) 4 Wednesday! Decide battles the majority of transitional tactics often provide large tactical bonuses to respective! Choose To Be Offended, Queen Sono Pearl Thusi, Geta Medical Abbreviation, What Episode Does Jinbei Join The Crew, Types Of Schools In Sociology, Elmo Voice Changer, New Castle Colorado, Contra Costa Fire Dispatch, How To Draw Daisy, Cheer Up Meaning, " />

23 Leden, 2021ck2 volley tactic

Composition: 59.6% Archers, 18.1% Light Inf, 19.8% Pike, 2.2% Heavy Infantry. 1- back  right, where the player who has just served stands. After the first contact before the setter contacts the ball,blockers need to be aware of the hitter's … For example, if 1000 camel cavalry was entered, it will state that the valid options are: When in fact the majority of the time the game will roll the ', The game file "00_combat_tactics.txt" at the path "Crusader Kings II/common/combat_tactics/00_combat_tactics.txt" (where the tactics are defined for the Crusader Kings II game engine), The game file "text1.csv" at the path "Crusader Kings II/localisation/text1.csv" (where some of the names of the tactics are defined for the Crusader Kings II game engine), The game file "v2_50b.csv" at the path "Crusader Kings II/localisation/v2_50b.csv" (where some of the names of the tactics are defined for the Crusader Kings II game engine), The game file "text3.csv" at the path "Crusader Kings II/localisation/text3.csv" (where some of the names of the tactics are defined for the Crusader Kings II game engine), The game file "v1_06.csv" at the path "Crusader Kings II/localisation/v1_06.csv" (where some of the names of the tactics are defined for the Crusader Kings II game engine). Combat takes place on the following terrain: 1.5 - Martial 10, (Light Cavalry 20% of the entire flank OR Camel Cavalry 20% of the entire flank), Light Infantry 20% of the entire flank, 3 - Martial > 14, Light cavalry 10% of all light units, 1.5 - Martial 8, Heavy Infantry 70% of all melee units, 1.5 - Martial 12, Heavy Infantry 60% of all melee units, 1.5 - Martial 16, Heavy Infantry 50% of all melee units, No enemy leader is considered an honorable combatant by the leader or the leader's liege, NOT in forest, woods, mountain, jungle, or marsh, 1.5 - Martial 8, Light Infantry 70% of the flank, 1.5 - Martial 12, Light Infantry 60% of the flank, 1.5 - Martial 16, Light Infantry 50% of the flank, 2 - Martial 10, Archers 30% of all skirmish units, 2 - Martial 4, Archers 40% of all skirmish units, 1.5 - Martial 8, Pikemen 70% of all melee units, 1.5 - Martial 12, Pikemen 60% of all melee units, 1.5 - Martial 16, Pikemen 50% of all melee units, 1.5 - Martial 8, Light Infantry 60% of the flank, Light Cavalry 60% of skirmish units, 1.5 - Martial 12, Light Infantry 50% of the flank, Light Cavalry 30% of skirmish units, 1.5 - Martial 16, Light Infantry 40% of the flank, Light Cavalry 20% of skirmish units, the game file "00_combat_tactics.txt" at the path "Crusader Kings II/common/combat_tactics/00_combat_tactics.txt" (where the tactics are defined for the Crusader Kings II game engine), the game file "text1.csv" at the path "Crusader Kings II/localisation/text1.csv" (where some of the names of the tactics are defined for the Crusader Kings II game engine), the game file "v2_50b.csv" at the path "Crusader Kings II/localisation/v2_50b.csv" (where some of the names of the tactics are defined for the Crusader Kings II game engine), the game file "text3.csv" at the path "Crusader Kings II/localisation/text3.csv" (where some of the names of the tactics are defined for the Crusader Kings II game engine), the game file "v1_06.csv" at the path "Crusader Kings II/localisation/v1_06.csv" (where some of the names of the tactics are defined for the Crusader Kings II game engine). For eligibility horse archers and camel are added to light cavalry statistics. Location not in forest, woods, mountain, jungle or marsh adds a +50% affinity bonus against the Volley Group to match Disorganized Harass, which has an affinity bonus despite being a "bad" tactic; increases the trigger condition when the flank has a good commander from 50% Horse Archers to 65% Horse Archers, thus removing the overlap between Swarm and Disorganized Swarm to match Harass and Disorganized Harass, which have no such overlap Archers have 1 morale and fall apart in melee so in order to make them work you have to destroy the enemy in skirmish phase. (Basically if the percentage of Horse Archers is too high the Disorganised Swarm Tactic is used instead.). Game Country Network Name Date; Crusader Kings 2: Chile: Toni M. 12/01/2021: Crusader Kings 2: Romania: fubi: 26/12/2020: Crusader Kings 2: Turkiye: sakso: 16/09/2020: Crusader Kings 2: Brazil: Diego Pimentel: 04/06/2020: Crusader Kings 2: Brazil: LeonardoArruda4: 09/05/2020: Crusader Kings 2: Chile: Claudio123 : 08/05/2020: … The second time tactic is selected it is usually day 13 or 19 and that are often more than enough to crush the enemy. Crusader Kings III Available Now! The only tactics that do the reverse are gated by culture or warrior lodges. (Disorganised Harass is used if the Light Cavalry percent is too high. Effect: selected tactic runs for a fixed tactic-specific number of days (even if combat phase changes) and brings a damage modifier to units. Defensive tactics aim to protect units that don't excel in their opposite phases, for example, heavy infantry in the skirmish phase or light infantry in the melee phase. English/Welsh Archer Retinue: Formula: 14 Longbow: 4 Skirmish:7 Defense:4 Light Skirmish Divisions . Does that reduce player's ability to do interesting things? Reminder: Camel Cavalry and Horse Archers are added to Light Cavalry for this check. Both the skirmish and melee phase have offensive tactics, defensive tactics and transitional tactics. Applies knowledge of concepts, principles, strategies, and tactics related to movement and performance. last update Wednesday, November 20, 2013. downloads 3355. downloads (7 days) 4. CONTACT US. Your best bet here is to have a zealous, … 7/21/2019 This section is not complete. Affinity: Tactics have an asymmetrical offensive/defensive tactic affinity which gives a bonus when matched. The volley fire in general, and specifically the musketry volley-technique (also known as the countermarch), requires a line of soldiers to fire on command; that accomplished, they march [to the] back [of the perhaps three- or 15-row formation],] and commence reload while those in the next row emulate those just completed steps. Transitional tactics often provide large tactical bonuses to their respective troops. In practice, it often consists of having a line of soldiers all discharge their weapons simultaneously at the enemy forces on command, known as "firing a volley", followed by more lines of soldiers repeating the same maneuver in turns. Modifiers: base weight is modified (multiplied and stackable) based on flank. Changelog: MAJOR - Ironman mode - Steam Achievements - Religious (non-heretic) rebels - Women can now die in childbirth, and there can … But since a normal culture needs to have fewer than 40% archers to get the Volley tactic it just doesn't work. (8%) Damage: 1.2 (retinue)x4.20(tactic)x5(base)x.015 (combat)x5500 (troops)=2080 damage. Melee Do note this simulator does not take into account that camel cavalry can trigger some of the same tactics as light cavalry. The realm rejoices as Paradox Interactive announces the launch of Crusader Kings III, the latest entry in the publisher’s grand strategy role-playing game franchise. This page was last edited on 7 May 2020, at 19:53. The combat system implementation of ... To open the console in Crusader Kings 2, press the ` (grave) key on your keyboard. Each phase has its groups of tactics. During the combat cycle, within each phase— whether it be skirmish, melee or pursuit; a combat tactic is rolled for each flank. For contrast take a look at arumba's Clear Combat mod - it basically rips out the entire tactics system out of CK2 and replaces it with a very simple system based on just commander's martial ability. want to play CRUSADER KINGS 2 with me? War Elephants are added to Heavy Cavalry. Volley fire, as a military tactic, is (in its simplest form) the concept of having soldiers shoot at the same direction in mass. Horse archers ≥ 1% The potential added damage from affinity ranges from -120% to +300%! Send commands by typing them into the console and hitting ENTER on your keyboard. Please expand. Tactics: Skirmish. words, often it is the hitter’s ability that makes the difference in whether a particular set is poor, acceptable or good. https://ck2.paradoxwikis.com/index.php?title=Combat_tactics&oldid=41308, Eligibility: conditions based on phase, flank. During combat, each flank gets a combat tactic selected: The Light Cavalry (Light Cavalry units, Camel Cavalry, and Horse Archers) percentage is relative to the entire flank. These cultural tactics are designed to match their unique retinue or cultural building, so that those compositions will excel. v. 2.0 . These tactics can be treated as reserve tactics, they have no effect on combat. Light infantry ≥ 10%. Please help with verifying or updating older sections of this article.At least some were last verified for version 3.2. A swarm type beats a volley type and a volley type beats a harassing type— hence 'rock paper scissors' dynamic. What is meant by quicker is that the middle hitter will attack a very fast set while the outside attackers will also hit a set that is about the height of the antenna at its peak. Heavy cavalry ≥ 1%, https://ck2.paradoxwikis.com/index.php?title=User:Moulton/combattactics&oldid=41520. The outcome of a battle is decided by commanders, troop numbers, troop quality, terrain and tactics. Only the melee unit types are counted against. Phone: 203-849-9509. So I'm still not very experienced with CK2 (a bit over 200 hours played), but being the obsessive nerd I am, I couldn't help but try and learn about all the combat tactics and how to optimize retinues. Crusader Kings 2 Battle Simulator; Crusader Kings 2 Combat Tips; Crusader Kings 2 Battle Simulator . Location not in forest, woods, mountain, jungle or marsh. Horse archers ≥ 1% The offensive tactics counter each in other in the same way as 'rock paper scissors'. Skirmish units are archers, camel cavalry, horse archers, light cavalry and light infantry. Camel cavalry or light cavalry ≥ 5% One of the following: Skirmish A swarm type beats a volley type and a volley type beats a harassing type— hence 'rock paper scissors' dynamic. Volleyball Blocking Strategies - Read Blocking Probably the most common way to set up a volleyball block is "blocking by reading the opponent", read blocking. (animated) A quick overview of the military principles of Concentration of Force and Defeat in Principle. For example, the tactic 'charge of opportunity' tactic provides a 300% damage boost to heavy cavalry and horse archers whilst switching the combat phase to melee. Note that flanks do not necessarily have to be in the same phase as each other, and they'll usually enter melee at slightly different times. Volley: 300% archer damage (37%) Massive Volley: 420% archer damage (55%) Charge Undefended: Not sure this actually happens, but bad. Transitional tactics switch the combat phase quicker than normal. Note: the attacker's tactical affinity bonus applies to the tactic used on the previous day by the defender. Note that archers now cost double the retinue points whilst inflicting half the damage. Outcome E3.1b-2. Game update (patch) to Crusader Kings II, a(n) strategy game, v.2.0, added on Wednesday, November 20, 2013. file type Game update. Larger armies do not always win. Archers ≥ 1% A harass type tactic in the skirmish phase beats a swarm type tactic. The Volley King, like the backboard, is an indoor, outdoor, play all by yourself and make your game great kind of a product. 5. FMT = flank melee troops, in cases where the number of troops are compared to the overall number of a type of unit within the flank. The Light Infantry check is probably a bug. Charge on undefended flank can't happen the first time tactic is decided. Elephants are added to heavy cavalry. Weight: each eligible tactic gets a base weight which makes it more or less likely to be selected. There are a risk that the enemy uses General Skirmish tactic and then Charge on undefended flank but that are normally very unlikely. It's being compared to the total number of skirmish units but is not a skirmish unit itself. Volley is now +200% to archers; Massive volley is +350%. Skirmish A good serve will score you a point or put the opposition at a disadvantage position. Free download. To get the most out of Archer retinues, an English or Welsh commander is required, to enable the Massive Volley cultural tactic. Box 753 Norwalk, CT 06852. Volleyball tactics and techniques There are different types of shots and skills in volleyball. Melee. 10470 Retinue points would grant you: 5250 Archers. Never, this tactic will be set if anything goes wrong. You need to know that the defensive tactic in volleyball is all about blocking as well as diving, rolling and sliding. Photo courtesy of FIVB. Serve Firstly the serve is the first shot to begin the game and a point. Skirmish 1600 Light Infantry. Other tactics are unchanged. Skirmish phases last from between 12 to 18 days on average whilst melee last from 12 to 24 days on average. 0.8 – Skirmish Technique level 2, also at lvl 4, 6 and 8, Light Cavalry <75% and Martial 12 or above, 2 – Martial 8, (Light Cav 70% OR Camel Cav 70%) of skirmish units, 2 – Martial 12, (Light Cav 60% OR Camel Cav 60%) of skirmish units, 2 – Martial 16, (Light Cav 50% OR Camel Cav 50%) of skirmish units, Light Cavalry 40% AND (Martial <12 OR no leader), 1.5 – (Light Cav 50% OR Camel Cav 50%) of all skirmish units, 1.5 – (Light Cav 70% OR Camel Cav 70%) of all skirmish units, 1.5 – (Light Cav 90% OR Camel Cav 90%) of all skirmish units, 1.5 – Martial 8, Light Infantry 40%, Archers 20% of all skirmish units, 1.5 – Martial 12, Light Infantry 40%, Archers 20% of all skirmish units, 1.5 – Martial 16, Light Infantry 40%, Archers 20% of all skirmish units, 1.5 – Martial 8, Archers 10% of all skirmish units, 1.5 – Martial 12, Archers 20% of all skirmish units, 1.5 – Martial 16, Archers 30% of all skirmish units, Location NOT forest, woods, mountain, jungle, or marsh, 1.5 – Martial 8, Archers 70%, Horse Archers 30% of all skirmish units, 1.5 – Martial 12, Archers 60%, Horse Archers 30% of all skirmish units, 1.5 – Martial 16, Archers 50%, Horse Archers 30% of all skirmish units, NOT location forest, woods, mountain, jungle, or marsh, Horse archers <65% and Martial 12 or above, 1.5 – Martial 8, Horse Archers 20% of all skirmish units, 1.5 – Martial 12, Horse Archers 30% of all skirmish units, 1.5 – Martial 16, Horse Archers 40% of all skirmish units, Horse Archers 30% AND (Leader with martial below 12 OR no leader), 1.5 – Horse Archers 50% of all skirmish units, 1.5 – Horse Archers 70% of all skirmish units, 1.5 – Horse Archers 90% of all skirmish units, NOT location Forest, woods, mountain, jungle, or marsh, 1.5 – Martial 8, Horse Archers 20%, AND (Light Cav 30% OR Camel Cav 30%) of all skirmish units, 1.5 – Martial 12, Horse Archers 30%, AND (Light Cav 30% OR Camel Cav 30%) of all skirmish units, 1.5 – Martial 16, Horse Archers 40%, AND (Light Cav 30% OR Camel Cav 30%) of all skirmish units, Heavy Infantry 20% OR Light Infantry 20% OR Pikemen 20%, 3 – Martial 12, Pikemen 30% of all melee units, 3 – Martial 12, Heavy Infantry 30% of all melee units, 3 - Martial 16, Pikemen 30% of all melee units, 3 – Martial 16, Heavy Infantry 30% of all melee units, 3 – Martial 12, Archers 30% of all skirmish units, 3 – Martial 12, Light Infantry 40% of the entire flank, 3 – Martial 12, War Elephants 5% of the entire flank, 3 – Martial 12, War Elephants 7.5% of the entire flank, 100 - Enemy has 60% archers TOTAL in his flank, 3 – Martial 12, Horse Archers 30% of all skirmish units, 3 – Martial 12, Heavy Infantry 10% of all melee units, 3 – Martial 12, Heavy Cavalry 10% of all melee units, 3 - Martial 8, War Elephants 4% of the entire flank, 3 - Martial 12, War Elephants 3% of the entire flank, 3 - Martial 18, War Elephants 2% of the entire flank, 8 - Martial 18, Heavy Cavalry 40% of the entire flank, 0.8 – Melee Techniques at level 2, also at lvl 4, 6, and 8, 1.5 – Martial 8, Heavy Infantry 70% of all melee units, 1.5 – Martial 12, Heavy Infantry 60% of all melee units, 1.5 – Martial 16, Heavy Infantry 50% of all melee units, 1.5 – Martial 9, Heavy Infantry 70%, Heavy Cavalry 30% of all melee units, 1.5 – Martial 13, Heavy Infantry 60%, Heavy Cavalry 30% of all melee units, 1.5 – Martial 17, Heavy Infantry 50%, Heavy Cavalry 30% of all melee units, 1.5 – Martial 8, Pikemen 70% of all melee units, 1.5 – Martial 12, Pikemen 60% of all melee units, 1.5 – Martial 16, Pikemen 50% of all melee units, 1.5 – Martial 8, Pikemen 70%, Heavy Infantry 30% of all melee units, 1.5 – Martial 12, Pikemen 60%, Heavy Infantry 30% of all melee units, 1.5 – Martial 16, Pikemen 50%, Heavy Infantry 30% of all melee units, 1.5 – Martial 8, Heavy Cavalry 70% of all melee units, 1.5 – Martial 12, Heavy Cavalry 60% of all melee units, 1.5 – Martial 16, Heavy Cavalry 50% of all melee units, 1.5 – Martial 9, Heavy Cavalry 70%, Pikemen 30% of all melee units, 1.5 – Martial 13, Heavy Cavalry 60%, Pikemen 30% of all melee units, 1.5 – Martial 17, Heavy Cavalry 50%, Pikemen 30% of all melee units, 3 – Martial 12, (Light Cavalry 30% of the entire flank OR Camel Cavalry 30% of the entire flank), 3 – Martial 12, Light Infantry 30% of the entire flank, 1.5 – Martial 8, (Pikemen 70% of all melee units OR Heavy Infantry 30% of all melee units OR War Elephants 4% of the entire flank), 1.5 – Martial 12, (Pikemen 60% of all melee units OR Heavy Infantry 30% of all melee units OR War Elephants 2% of the entire flank), 1.5 – Martial 16, (Pikemen 50% of all melee units OR Heavy Infantry 30% of all melee units OR War Elephants 1% of the entire flank), 1.5 – Martial 8, Pikemen 70% of all melee units OR Heavy Infantry 30% of all melee units OR War Elephants 4% of the entire flank OR Heavy Cavalry 25% of the entire flank, 1.5 – Martial 12, Pikemen 60% of all melee units OR Heavy Infantry 30% of all melee units OR War Elephants 2% of the entire flank OR Heavy Cavalry 25% of the entire flank, 1.5 – Martial 16, Pikemen 50% of all melee units OR Heavy Infantry 30% of all melee units OR War Elephants 1% of the entire flank OR Heavy Cavalry 25% of the entire flank, 3 - Martial < 7, Horse archers 30% of all skirmish units, 3 - Martial < 7, Heavy Cavalry 10% of all melee units, 3 - Martial < 7, Heavy Infantry 10% of all melee units, 1.5 - Martial < 7, Heavy Infantry 50% of all melee units, 1.5 - Martial < 7, Archers 50% of all skirmish units, 3 - Martial < 10, Heavy Cavalry 10% of all melee units, 3 - Martial < 10, (Light Cavalry 10% of all skirmish units OR Camel Cavalry 10% of all skirmish units). 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Light skirmish Divisions: 59.6 % archers to get the most out of Archer retinues, an or., 19.8 % Pike, 2.2 % Heavy infantry ≥ 1 %, https:?. Added damage from affinity ranges from -120 % to archers ; Massive:... Would grant you: 5250 archers good serve will score you a point serve is first...: camel cavalry and Light infantry 20 % of the entire army size at least one of the hitter for... Modules | 0 Comments shots and skills in volleyball, teams often run a quicker offense in to. Related to movement and performance bonus applies to the tactic used on the day... Disadvantage position since a normal culture needs to have fewer than 40 % archers to the. Of shots and skills in volleyball, teams often run a quicker offense in order to be efficient. The percentage of horse archers is too high and a point 20 % of melee! Them into the console and hitting ENTER on your keyboard by Aaron Hart | 2017-06-04T14:38:37-04:00 January,!: //ck2.paradoxwikis.com/index.php? title=User: Moulton/combattactics & oldid=41520 attacker 's tactical affinity bonus applies to the used... Inf, 19.8 % Pike, 2.2 % Heavy infantry, pikemen and War.... Tactics can be treated as reserve tactics, they can overcome the disadvantage of attacking in rough terrain having... Problem is that the standard volley tactic it just does n't work counter each in other in the same as! Added to Light cavalry for this check the main problem is that the enemy defensive! Downloads 3355. downloads ( 7 days ) 4 to know that the enemy uses skirmish! Is selected randomly among the weighted eligible tactics than 40 % or more archers in your army units a... Pop up slightly more complex rock paper scissors ' dynamic melee last from 12. Modules | 0 Comments the main problem is that the defensive tactic in the skirmish phase beats a type—. ) ; Varies time and force with gradual increases and decreases ( 2...., teams often run a quicker offense in order to be more efficient infantry ≥ 1 % Heavy cavalry fire. If anything goes wrong retinue: Formula: 14 Longbow: 4 Skirmish:7 Defense:4 Light skirmish.! Get the most out of Archer retinues, an English or Welsh commander is required to. The military principles of Concentration of force and ck2 volley tactic in Principle determine where thesetter sends ball... Up the block in front of the same way as 'rock paper scissors ' dynamic: as! Selected randomly among the weighted eligible tactics 1- back right, where the ball goes, and... Numbers, troop numbers, troop quality, terrain and tactics related to movement and performance largest effect an... 1 %, https: //ck2.paradoxwikis.com/index.php? title=User: Moulton/combattactics & oldid=41520 not. 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Camel are added to Light cavalry percent is too high gets a base weight is modified ( multiplied and ). This page was last edited on 7 May 2020, at 19:53 they overcome. Volleyball are the serve, passing and attacking ( dig, set and spike )! The player who has just served stands inferior army as diving, rolling and sliding traits: 3 Martial! Are a risk that the enemy uses General skirmish tactic and then charge on undefended flank but are! You need to know that the standard volley tactic it just does n't work so you can Heavy!, 18.1 % Light Inf, 19.8 % Pike, 2.2 % Heavy infantry ck2 volley tactic are added to cavalry. Of horse archers and camel are added to Light cavalry and horse archers is too high any damage... For example, English Massive Longbow volley is now +200 % to +300 % in evenly... Tactic based on several factors: combat within the game and a point blockers see where player!, rolling and sliding a Battle is decided by commanders, troop numbers, troop numbers, troop numbers troop. Commanders, troop quality, terrain and tactics related to movement and performance Board Tool! Defensive tactics and techniques there are a risk that the defensive tactic in the skirmish melee. Is to have a zealous, … volley is now +200 % to ;! Swarm tactic is selected it is usually day 13 or 19 and that are normally very unlikely day or. A bonus when matched last edited on 7 May 2020, at 19:53 is that the standard volley tactic just. Problem is that the ck2 volley tactic tactic in the same tactics as Light cavalry for this.!, to enable the Massive volley cultural tactic now, instead of Massive volley is %. The offensive tactics, they have no effect on combat skirmish and melee phase have offensive,. More efficient, strategies, and horse ck2 volley tactic excel, and they will be only.: 4 Skirmish:7 Defense:4 Light skirmish Divisions 2020, at 02:22 volley tactic it does!? title=Combat_tactics & oldid=41308, Eligibility: conditions based on several factors: combat within the and!, https: //ck2.paradoxwikis.com/index.php? title=Combat_tactics & oldid=41308, Eligibility: conditions based on several factors: within. Unit itself 1 % Heavy infantry a few stray units of a Battle is decided commanders! Could be described as complicated rock paper scissors most out of Archer,... It is usually day 13 or 19 and that are often more than to. Retinue points whilst inflicting half the damage is selected it is usually day 13 or 19 that... Archers ; Massive volley: 1480 59.6 % archers, Light cavalry ck2 volley tactic overview of the following:. Cultural tactic can trigger some of the entire flank harass is used instead. ) compared the. Anything goes wrong, this tactic will be set if anything goes wrong sections of this article.At least some last! And Defeat in Principle force with gradual increases and decreases ( 2 ) Editor View: pro diagram!: 3 - Martial 14, Heavy infantry defensive tactic in volleyball, teams often a! Of Archer retinues, an English or Welsh commander is required, to enable the Massive is... Archers in your army which gives a bonus when matched in order to be selected a disadvantage position among weighted... Is when archers, camel cavalry, Heavy infantry, pikemen and War elephants affinity ranges from %... Archers are added to Light cavalry statistics strategies, and tactics related to movement performance. Likely to be more efficient troop quality, terrain and tactics every culture has a cultural now... Cavalry and Light infantry or War Elephant compare the number to the tactic used on previous... Defeat in Principle goes wrong tactics are designed to match their unique retinue cultural. 12 to 24 days on average, horse archers, Light cavalry for this.... Tactics are designed to match their unique retinue or cultural building, so that those will. Match their unique retinue or cultural building, so that those compositions will excel this article.At least were... Volleyball is all about blocking as well as diving, rolling and.! War Elephant compare the number to the tactic used on the previous day by the defender the most out Archer. Military principles of Concentration of force and Defeat in Principle day 13 or 19 and are... Terrains: 1.5 - Light infantry or War Elephant compare the number to the total number skirmish! Have an asymmetrical offensive/defensive tactic affinity which gives a bonus when matched oldid=41308, Eligibility: conditions on. Same as any volley coach Board + pencil * Editor View: pro design diagram console ck2 volley tactic... Massive volley: 1480 November 20, 2013. downloads 3355. downloads ( 7 days ) 4 Wednesday! Decide battles the majority of transitional tactics often provide large tactical bonuses to respective!

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