__60_FeDeX_Arg asked me today how to do the unit bunching to get more of them to attack a building.
I realized I never made a tutorial for this, so:
Bunching:
The point of it is to get multiple close combat units "bunched" in order to have more units attack a building/structure than if you would otherwise simply click "attack".
There is a requirement: Your units must not be able to pass on to the other side (enemy has to be walled). Otherwise, the bunching doesn't work nearly as well.
There's two steps:
1. Select group of units and move them on (more or less, doesn't have to be perfect) the same line -- horizontal or vertical -- as where your next click will go.
2. Click to move the units to a point that is touching the structure you want to be bunched up in front of -- a gate, wall, house, barrack, whatevr -- and don't touch/do anything else. Let the units "regroup" in a bunched fashion.
Ballistics Counter:
To understand it, first you need to understand how ballistics works.
When you select a unit to move from point A to point B, the way it moves is most often in a straight line from A to B. What ballistics does is takes into account the movement rate of the unit, and sends an arrow/cannon ball/projectile at the place where the unit should be when the arrow reaches it, effectively hitting it.
If the movement of the unit is interrupted before it reaches "where it's supposed to be", the projectile misses.
So there you have it.
You can either micro your single unit to avoid it, or make very tightly grouped patrols on either the stand ground or no attack stance.
Edit: Orjan brought this up, and it's something we both have been using a lot, but never really "consciously" --changing unit formations! If your units are being chased by range, and they fire, again, same principle is in effect, those projectiles fly towards where your units should be. So, if you change your formation from standard to the \ / one, the path gets changed up, and the projectiles miss.
Requirements: You must either be far enough from the units/towers shooting at you, or fast enough, so their projectiles don't hit you. Also the units have to be relatively fast. For example: Navy is too slow and big to make this work.
Steps:
1. Put units on no attack/stand ground stance.
2. Constant repatrol very near to the units, to make the patrol tighter and tighter.
Attached is a demo rec:
I realized I never made a tutorial for this, so:
Bunching:
The point of it is to get multiple close combat units "bunched" in order to have more units attack a building/structure than if you would otherwise simply click "attack".
There is a requirement: Your units must not be able to pass on to the other side (enemy has to be walled). Otherwise, the bunching doesn't work nearly as well.
There's two steps:
1. Select group of units and move them on (more or less, doesn't have to be perfect) the same line -- horizontal or vertical -- as where your next click will go.
2. Click to move the units to a point that is touching the structure you want to be bunched up in front of -- a gate, wall, house, barrack, whatevr -- and don't touch/do anything else. Let the units "regroup" in a bunched fashion.
Ballistics Counter:
To understand it, first you need to understand how ballistics works.
When you select a unit to move from point A to point B, the way it moves is most often in a straight line from A to B. What ballistics does is takes into account the movement rate of the unit, and sends an arrow/cannon ball/projectile at the place where the unit should be when the arrow reaches it, effectively hitting it.
If the movement of the unit is interrupted before it reaches "where it's supposed to be", the projectile misses.
So there you have it.
You can either micro your single unit to avoid it, or make very tightly grouped patrols on either the stand ground or no attack stance.
Edit: Orjan brought this up, and it's something we both have been using a lot, but never really "consciously" --changing unit formations! If your units are being chased by range, and they fire, again, same principle is in effect, those projectiles fly towards where your units should be. So, if you change your formation from standard to the \ / one, the path gets changed up, and the projectiles miss.
Requirements: You must either be far enough from the units/towers shooting at you, or fast enough, so their projectiles don't hit you. Also the units have to be relatively fast. For example: Navy is too slow and big to make this work.
Steps:
1. Put units on no attack/stand ground stance.
2. Constant repatrol very near to the units, to make the patrol tighter and tighter.
Attached is a demo rec:
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General Advancing Chat Researches
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Feudal Castle Imperial BuzZ_Geen - - - __60_FeDeX_Arg - - - -
PREGAME CHAT<BuzZ_Geen> take turks<BuzZ_Geen> and all coop up. either p3/p2 whichever<_94_ShaDoW_Arg> 111<__60_FeDeX_Arg> no nos quiere<__60_FeDeX_Arg> :(<__60_FeDeX_Arg> 111<BuzZ_Geen> 11INGAME CHAT[00:00:05] <__60_FeDeX_Arg> how do you turn this on[00:00:31] <BuzZ_Geen> make a stable[00:00:34] <BuzZ_Geen> and 40 hussar[00:01:08] <BuzZ_Geen> 40 hussars[00:01:09] <BuzZ_Geen> 14[00:01:17] <BuzZ_Geen> stop making castles[00:01:38] <BuzZ_Geen> make a row[00:01:40] <BuzZ_Geen> of BBT[00:02:02] <BuzZ_Geen> delete the castles that are near wall[00:02:04] <BuzZ_Geen> andg et off[00:02:15] <BuzZ_Geen> ..[00:02:16] <BuzZ_Geen> 14[00:02:31] <BuzZ_Geen> watch[00:02:41] <BuzZ_Geen> you clic move[00:02:44] <BuzZ_Geen> near the wall[00:02:50] <BuzZ_Geen> and let them regroup[00:03:04] <BuzZ_Geen> i will click this group[00:03:06] <BuzZ_Geen> to that hussar[00:03:38] <BuzZ_Geen> and the effect is they bunch up[00:03:56] <BuzZ_Geen> more bbt[00:04:06] <BuzZ_Geen> a line of it[00:04:08] <BuzZ_Geen> like 20[00:04:29] <BuzZ_Geen> k[00:04:39] <BuzZ_Geen> i'll show you a ballistic counter trick[00:04:51] <BuzZ_Geen> make 40 HCA too[00:05:29] <BuzZ_Geen> more or less[00:06:01] <BuzZ_Geen> move 40 HCA[00:06:02] <BuzZ_Geen> here[00:06:04] <BuzZ_Geen> on stand ground[00:06:52] <BuzZ_Geen> this trick works because[00:07:04] <BuzZ_Geen> ballistics gives the future position[00:07:14] <BuzZ_Geen> so if a unit is moving from point A to point B[00:07:21] <BuzZ_Geen> there's a certain amount[00:07:25] <BuzZ_Geen> of future positions[00:07:34] <BuzZ_Geen> so it sends an arrow/cannon ball there[00:07:42] <BuzZ_Geen> but if you change it[00:07:47] <BuzZ_Geen> before u get hit[00:07:54] <BuzZ_Geen> you can avoid getting hit[00:08:00] <BuzZ_Geen> kinda like[00:08:01] <BuzZ_Geen> 1 unit[00:08:42] <BuzZ_Geen> so same concept works on archers wiht ballistics[00:08:57] <BuzZ_Geen> did you get the group up unist working?[00:10:25] <BuzZ_Geen> more or less[00:10:37] <BuzZ_Geen> the tighter you patrol, the better[00:10:58] <BuzZ_Geen> make 40 more hussar[00:10:59] <BuzZ_Geen> and[00:11:04] <BuzZ_Geen> do the wall thing[00:12:42] <BuzZ_Geen> 1[00:12:49] <BuzZ_Geen> first click near the wall/building[00:13:14] <BuzZ_Geen> y[00:13:18] <BuzZ_Geen> that's more or less it[00:13:24] <BuzZ_Geen> so it's two steps:[00:13:26] <BuzZ_Geen> step 1:[00:13:41] <BuzZ_Geen> come near the structure/building you wanna attack[00:13:54] <BuzZ_Geen> step two[00:14:00] <BuzZ_Geen> click right by it[00:14:11] <BuzZ_Geen> and then just att[00:14:48] <BuzZ_Geen> ok you guys can practice it later 11[00:14:51] <BuzZ_Geen> let's gb get a game[00:14:56] <BuzZ_Geen> i'll post this up[00:15:02] * BuzZ_Geen resigned
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BuzZ_Geen __60_FeDeX_Arg Time