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Difference between revisions of "England (M2TW Faction)"

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(style based on the venice article, excuse my poor spelling....)
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[[Category: Medieval 2: Total War Factions]]
 
[[Category: Medieval 2: Total War Factions]]
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'''Overview'''
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----
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At the Games start in 1080, Englands position is hopeful. They are surrounded by rebel settlements and already have castle's in place at either side of London.
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From these castle's, conquering and developing the rebel provinces from Rennes to Antwerp can create a strong high period economy, especally if Caenarvon is converted to a city after being conquered.
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Another possible route the english king can take would be to unite the british isles first, concentrating all military efforts on quickly destroying the scots in a short a time as possible (to avoide excommunication), although less lucrative than developing a kingdom on both sides of the english channel, it is more secure.
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Take note that the English navy is at best average and cannot be relied upon to transport troops through long streches of hostile waters like the navies of Byzantium, Venice or Portugal.
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A second weakness that England have is their complete lack of missile cavalry, reling solely on merc's if such a need arises.
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In stark contrast to this, Englands foot archers are amongst the best in the game, all but 1 unit being are with longbows (which are effective against armour) and all but 1 of these being able to deploy stakes to ward of cavalry charges.
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'''Infantry'''
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----
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Aside from the early period, English infantry is of a consistantly high quality.
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Like all factions they gain the standard town, spear and archer militia, but also gain bill militia and heavy bill militia, although they both have a weak defense stat (standard bill militia being only 3) they are effective against armour and have a good attack stat, meaning that both units are far better suited to gaurding a cities walls, as its likely that walls will be assaulted by foot knights. The best use of them, would be to use bill militia where its likely the enemy will use ladders, and heavy bill militia where they will use towers.
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English infantry trained in castles is of an even higher quality, provided that the unit survives the charge, bill armed units (billmen, heavy billmen, and dismounted english knights) are able to inflict heavy losses on almost any cavalry unit, and all make very effective flanking units.
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England also has acess to armoured swordsmen, who are basically DFK with a cheaper upkeep and the possibility of more armour, which makes this unit so special is that it will last so long in the campaign without truly being outdated, allowing them to constantly build up experience.
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'''Missile'''
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----
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English archers are amongst the finest avaliable to any faction, the english even gain the unique woodsmans guild allowing archers to be trained already with experience.
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Due to their abilities to lay stakes that effectivally cut off one direction cavalry can attack from, and their ability to, in a pinch, double as light infantry, its reasonably safe to leave skirmish mode off for these archers, and hide them behind a line of stakes.
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Due to these abilities, they, especally retiune longbowmen, are amonst the best units to have defending settlements under seige.
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England also has the use of Sherwood archers, whose ability to hide anywhere, and their very high missile attack value makes them an almost perfect unit for ambushing enemy generals (hide them in woods on high ground away from your army, and simply wait for the enemy general to expose his back)
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Sherwood archers also have really cool caps, although this is possibly just my personal bias
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English gunpowder armed troops are lacking and arn't really worth the price you have to pay for the infastructure required to build them, espcally when yeomen and retiune longbowmen outclass them in terms of range and utility.
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English artillery is also lacking (although for settlement defense they do gain the use of mortors) with no real unit thats effective as feild artilery such as a monster reburb or serpentine, and their best gun for use against walls being a culvaren instead of basalisks, grand cannons or monster bombards that are avaliable to other factions.
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All things considered, longbows will make up the core of most english armies.
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'''Cavalry'''
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----
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English cavalry is said to be lacking variaty, and that assumption is correct, english cavalry is made up of knights avaliable to all factions, then unique hobliters, english knights and demi-lancers.
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Hobliters have their uses for chasing away routers and are the best equipped to catch missile cavalry, however its not likely they will see much use beyond turn 75.
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English knights have a high charge value and are armed with armour peircing axe's, making them highly effective at confronting other knights
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Demi-Lancers are trainable from military acedemies, they are a faster, weaker version of the french lancers.
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'''In conclusion'''
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----
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England are a defensive faction, who are best suited to defending a hill. Their armies should be deployed with longbowmen in front of supporting melee infantry behind stakes with english knights, both dismounted and mounted, on the flanks to make sure no enemy cavalry tries to flank the army.
 +
 +
In terms of seige defense, england are possible the best faction, as stakes can be deployed in front of settlement gates or roads, and once the battle starts the longbows can be moved onto the walls where they can reap a heavy toll on any advancing foot knights and stand a good chance of winning any melee battle with the survivors. whilst their mortors hide behind walls and target enemy seige engines.
 +
 +
A possible way to force a defensive battle is to besiege a settlement then wait for another army to try and lift the seige.
 +
 +
England see their military zenith in the high period, so all efforts must be made to crush factions that are strong in the late period before they have a chance to bring their best units to bear (for example, Venice, France, Milan etc), unless harder battles are what you look for in a campaign, in which case all efforts must be made to preserve these factions

Revision as of 17:43, 13 May 2007


Overview



At the Games start in 1080, Englands position is hopeful. They are surrounded by rebel settlements and already have castle's in place at either side of London.

From these castle's, conquering and developing the rebel provinces from Rennes to Antwerp can create a strong high period economy, especally if Caenarvon is converted to a city after being conquered. Another possible route the english king can take would be to unite the british isles first, concentrating all military efforts on quickly destroying the scots in a short a time as possible (to avoide excommunication), although less lucrative than developing a kingdom on both sides of the english channel, it is more secure.

Take note that the English navy is at best average and cannot be relied upon to transport troops through long streches of hostile waters like the navies of Byzantium, Venice or Portugal. A second weakness that England have is their complete lack of missile cavalry, reling solely on merc's if such a need arises.

In stark contrast to this, Englands foot archers are amongst the best in the game, all but 1 unit being are with longbows (which are effective against armour) and all but 1 of these being able to deploy stakes to ward of cavalry charges.


Infantry


Aside from the early period, English infantry is of a consistantly high quality. Like all factions they gain the standard town, spear and archer militia, but also gain bill militia and heavy bill militia, although they both have a weak defense stat (standard bill militia being only 3) they are effective against armour and have a good attack stat, meaning that both units are far better suited to gaurding a cities walls, as its likely that walls will be assaulted by foot knights. The best use of them, would be to use bill militia where its likely the enemy will use ladders, and heavy bill militia where they will use towers.

English infantry trained in castles is of an even higher quality, provided that the unit survives the charge, bill armed units (billmen, heavy billmen, and dismounted english knights) are able to inflict heavy losses on almost any cavalry unit, and all make very effective flanking units.

England also has acess to armoured swordsmen, who are basically DFK with a cheaper upkeep and the possibility of more armour, which makes this unit so special is that it will last so long in the campaign without truly being outdated, allowing them to constantly build up experience.


Missile


English archers are amongst the finest avaliable to any faction, the english even gain the unique woodsmans guild allowing archers to be trained already with experience.

Due to their abilities to lay stakes that effectivally cut off one direction cavalry can attack from, and their ability to, in a pinch, double as light infantry, its reasonably safe to leave skirmish mode off for these archers, and hide them behind a line of stakes. Due to these abilities, they, especally retiune longbowmen, are amonst the best units to have defending settlements under seige.

England also has the use of Sherwood archers, whose ability to hide anywhere, and their very high missile attack value makes them an almost perfect unit for ambushing enemy generals (hide them in woods on high ground away from your army, and simply wait for the enemy general to expose his back) Sherwood archers also have really cool caps, although this is possibly just my personal bias

English gunpowder armed troops are lacking and arn't really worth the price you have to pay for the infastructure required to build them, espcally when yeomen and retiune longbowmen outclass them in terms of range and utility.

English artillery is also lacking (although for settlement defense they do gain the use of mortors) with no real unit thats effective as feild artilery such as a monster reburb or serpentine, and their best gun for use against walls being a culvaren instead of basalisks, grand cannons or monster bombards that are avaliable to other factions.

All things considered, longbows will make up the core of most english armies.


Cavalry


English cavalry is said to be lacking variaty, and that assumption is correct, english cavalry is made up of knights avaliable to all factions, then unique hobliters, english knights and demi-lancers.

Hobliters have their uses for chasing away routers and are the best equipped to catch missile cavalry, however its not likely they will see much use beyond turn 75.

English knights have a high charge value and are armed with armour peircing axe's, making them highly effective at confronting other knights

Demi-Lancers are trainable from military acedemies, they are a faster, weaker version of the french lancers.


In conclusion


England are a defensive faction, who are best suited to defending a hill. Their armies should be deployed with longbowmen in front of supporting melee infantry behind stakes with english knights, both dismounted and mounted, on the flanks to make sure no enemy cavalry tries to flank the army.

In terms of seige defense, england are possible the best faction, as stakes can be deployed in front of settlement gates or roads, and once the battle starts the longbows can be moved onto the walls where they can reap a heavy toll on any advancing foot knights and stand a good chance of winning any melee battle with the survivors. whilst their mortors hide behind walls and target enemy seige engines.

A possible way to force a defensive battle is to besiege a settlement then wait for another army to try and lift the seige.

England see their military zenith in the high period, so all efforts must be made to crush factions that are strong in the late period before they have a chance to bring their best units to bear (for example, Venice, France, Milan etc), unless harder battles are what you look for in a campaign, in which case all efforts must be made to preserve these factions