nidhog_slayer
Skirmisher
posted 01-11-08 08:12 AM
EDT (US)
2 / 8
Micro is more and more important higher level you get. Ship 7 steppes and make disciples and the skirs cant really hit& run you. (Go around them with disciples/steppes and then send them to the hit&runners wich will prevent them from running away.)
The Jackal
Skirmisher
posted 01-11-08 05:01 PM
EDT (US)
4 / 8
The advantage of hit and run tactics with gunpowder units is that they have a longer reload time and hence have greater burst damage than bows and crossbows. Nevertheless, bows CAN hit and run as well.
As for why it's done in higher level games, the hit and run tactic allows you to inflict modest damage at virtually no risk. Also, against less attentive players, hit and runs will draw their forces apart, allowing you to take them on piecemeal, rather than in one bloody engagement. Finally, if you're able to weaken your enemy enough, you can then engage with overwhelming force with greater certainty of victory, whereas charging headlong into an equivalent force will result in a draw at best.
Red xerxes
Skirmisher
posted 01-12-08 05:43 AM
EDT (US)
7 / 8
10 jannisasaries should beat 5 skirms.split into 2 groups.1st five in volley mode take the hits and chase the other five in mellee go around.so when they run away they instead run straight into the jannisaries's sabers.if they don't run they are dead anyway.5 skirms would almost always beat 5 janz though.