The second time tactic is selected it is usually day 13 or 19 and that are often more than enough to crush the enemy. For example, English Massive Longbow Volley is now only as powerful as the other cultural tactics. In read blocking blockers read the setter to determine where thesetter sends the ball. 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. To get the most out of Archer retinues, an English or Welsh commander is required, to enable the Massive Volley cultural tactic. Tactics: Skirmish. Horse archers ≥ 1% One of the following: Skirmish This page was last edited on 7 May 2020, at 19:53. Changelog: MAJOR - Ironman mode - Steam Achievements - Religious (non-heretic) rebels - Women can now die in childbirth, and there can … Combat could effectively be described as slightly more complex rock paper scissors. Volleyball Blocking Strategies - Read Blocking Probably the most common way to set up a volleyball block is "blocking by reading the opponent", read blocking. Note: the attacker's tactical affinity bonus applies to the tactic used on the previous day by the defender. Reminder: Camel Cavalry and Horse Archers are added to Light Cavalry for this check. For eligibility horse archers and camel are added to light cavalry statistics. Do note this simulator does not take into account that camel cavalry can trigger some of the same tactics as light cavalry. ), (If flank has leader with Martial 12 it triggers at 75% Light Cavalry, otherwise it triggers at 40% Light Cavalry.). The offensive tactics counter each in other in the same way as 'rock paper scissors'. Horse archers < 50% 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. 1750 Pikes. This is known as tactic affinity. 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. Skirmish units are archers, camel cavalry, horse archers, light cavalry and light infantry. War Elephants are added to Heavy Cavalry. 7/21/2019 This section is not complete. (8%) Damage: 1.2 (retinue)x4.20(tactic)x5(base)x.015 (combat)x5500 (troops)=2080 damage. words, often it is the hitter’s ability that makes the difference in whether a particular set is poor, acceptable or good. An Aggressive Leader, Brave, or Cavalry Leader-trait leader can start the Heroic Countercharge tactic, which is an unusual knight-centric tactic that is strong vs. other charging armies - meaning a knight-based army with a good leader can be strong against both heavy infantry and knights, and only really weak against pikes. Camel cavalry or light cavalry ≥ 1% Charge on undefended flank can't happen the first time tactic is decided. 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). One of the following: Skirmish The outcome of a battle is decided by commanders, troop numbers, troop quality, terrain and tactics. You need to know that the defensive tactic in volleyball is all about blocking as well as diving, rolling and sliding. Tactics decide battles the majority of the time, they can overcome the disadvantage of attacking in rough terrain or having an inferior army. Selection: a tactic is selected randomly among the weighted eligible tactics. A harass type tactic in the skirmish phase beats a swarm type tactic. Secondary spikers require good sets. When blockers see where the ball goes, theyreact and move to set up the block in front of the hitter. Light infantry ≥ 10%. This page was last edited on 15 April 2020, at 02:22. Crusader Kings 2 Battle Simulator; Crusader Kings 2 Combat Tips; Crusader Kings 2 Battle Simulator . These cultural tactics are designed to match their unique retinue or cultural building, so that those compositions will excel. Harass can fire with 5% (relative to the entire flank) Camel Cavalry (or Horse Archers) and no Light Cavalry units. Camel cavalry or light cavalry ≥ 5% This is known as tactic affinity. Leader has at least one of the following traits: 3 - Martial 14, Heavy Cavalry 10% of all melee units. Leader meets at least one of the following conditions: 2 - Martial 10, Horse Archers 30% of all skirmish units, 2 - Martial 4, Horse Archers 40% of all skirmish units, 3 - Martial 10, Heavy Infantry 30% of all melee units, 1.5 - Martial 8, Pikemen 60% of all melee units, Heavy Infantry 30% of all melee units, 1.5 - Martial 12, Pikemen 50% of all melee units, Heavy Infantry 30% of all melee units, 1.5 - Martial 16, Pikemen 40% of all melee units, Heavy Infantry 20% of all melee units, 1.5 - Martial 8, Pikemen 60% of all melee units, 1.5 - Martial 12, Pikemen 50% of all melee units, 1.5 - Martial 16, Pikemen 40% of all melee units, 1.5 - Martial 8, Archers 60% of all skirmish units, 1.5 - Martial 12, Archers 50% of all skirmish units, 1.5 - Martial 16, Archers 40% of all skirmish units, 1.5 - Martial 8, Heavy Cavalry 60% of all melee units, 1.5 - Martial 12, Heavy Cavalry 50% of all melee units, 1.5 - Martial 16, Heavy Cavalry 40% of all melee units. Box 753 Norwalk, CT 06852. (Basically if the percentage of Horse Archers is too high the Disorganised Swarm Tactic is used instead.). Free download. The combat system implementation of ... To open the console in Crusader Kings 2, press the ` (grave) key on your keyboard. By Aaron Hart | 2017-06-04T14:38:37-04:00 January 6th, 2016 | K-2 Games for Teaching…, K-2 Physical Education Modules | 0 Comments. want to play CRUSADER KINGS 2 with me? They aim to reduce the damage dealt with their respective troops and as such don't have a tactic affinity, there is one exception though, the 'inspired defence' tactic. Horse archers < 50% There are two types of. Your best bet here is to have a zealous, … v. 2.0 . Please expand. Crusader Kings III Available Now! 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. Other tactics are unchanged. CONTACT US. Larger armies do not always win. Affinity: Tactics have an asymmetrical offensive/defensive tactic affinity which gives a bonus when matched. Crusader Kings 2 Combat. (Disorganised Harass is used if the Light Cavalry percent is too high. Transitional tactics are around 6 on average. Volley is now +200% to archers; Massive volley is +350%. But since a normal culture needs to have fewer than 40% archers to get the Volley tactic it just doesn't work. English/Welsh Archer Retinue: Formula: 14 Longbow: 4 Skirmish:7 Defense:4 Light Skirmish Divisions . Weight: each eligible tactic gets a base weight which makes it more or less likely to be selected. Volleyball tactics and techniques There are different types of shots and skills in volleyball. 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). Other tactics are unchanged. Photo courtesy of FIVB. 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. After the first contact before the setter contacts the ball,blockers need to be aware of the hitter's … You can play with friends, with a coach or trainer, or where it counts the most, on your own putting in the time to make your game great. This is when archers, light cavalry, and horse archers excel, and they will be the only ones doing any major damage. The potential added damage from affinity ranges from -120% to +300%! The potential added damage from affinity ranges from -120% to +300%! Volley fire, as a military tactic, is (in its simplest form) the concept of having soldiers shoot at the same direction in mass. Archers ≥ 1% Does that reduce player's ability to do interesting things? Outcome E3.1b-2. Paradox Grand Strategy: Crusader Kings, Europa Universalis, ETC Thread ... (or massive volley if English or Welsh) combat tactic to fire, without allowing any other tactic to fire. The Volley King, like the backboard, is an indoor, outdoor, play all by yourself and make your game great kind of a product. Tactics involving Light Infantry or War Elephant compare the number to the entire army size. Please help with verifying or updating older sections of this article.At least some were last verified for version 3.2. One of the following: Skirmish Serve Firstly the serve is the first shot to begin the game and a point. Transitional tactics often provide large tactical bonuses to their respective troops. use breeding to acquire an english commander if possible, otherwise anyone else will always use the volley tactic. The main problem is that the standard Volley tactic can't trigger if you have 40% or more Archers in your army. Thus having a focused retinue concentrated in one army (or a single flank of an army if still small) constructed to optimally select combat tactics is a massive force multiplier. 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. There are a risk that the enemy uses General Skirmish tactic and then Charge on undefended flank but that are normally very unlikely. Modifiers: base weight is modified (multiplied and stackable) based on flank. 5. Location not in forest, woods, mountain, jungle or marsh. 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. A swarm type beats a volley type and a volley type beats a harassing type— hence 'rock paper scissors' dynamic. Game update (patch) to Crusader Kings II, a(n) strategy game, v.2.0, added on Wednesday, November 20, 2013. file type Game update. Every culture has a cultural tactic now, instead of just a few. Melee Send commands by typing them into the console and hitting ENTER on your keyboard. (animated) A quick overview of the military principles of Concentration of Force and Defeat in Principle. The Light Infantry check is probably a bug. Location not in forest, woods, mountain, jungle or marsh Address: Triremis Solutions, LLC P.O. 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: … 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). So you can have heavy cavalry charge fire with only elephants. The volley tactic next appeared in early 16th century Europe when the Ottoman Janissaries clashed with European forces at the Battle of Mohács on 29 August 1526. Melee. Heavy infantry ≥ 1% Horse archers ≥ 1% Volley: 300% archer damage (37%) Massive Volley: 420% archer damage (55%) Charge Undefended: Not sure this actually happens, but bad. 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. https://ck2.paradoxwikis.com/index.php?title=Combat_tactics&oldid=41308, Eligibility: conditions based on phase, flank. A swarm type beats a volley type and a volley type beats a harassing type— hence 'rock paper scissors' dynamic. Skirmish No longer will having a few stray units of a different type cause their tactic to pop up. One of the following: After a few days, it will switch to the Melee phase, where melee-oriented units like heavy infantry and pikemen excel. Volley is now +200% to archers; Massive volley is +350%. 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. 10470 Retinue points would grant you: 5250 Archers. * Board Coaching Tool :same as any volley coach board + pencil * Editor View : pro design diagram . 1- back  right, where the player who has just served stands. last update Wednesday, November 20, 2013. downloads 3355. downloads (7 days) 4. The only tactics that do the reverse are gated by culture or warrior lodges. The combat takes place on one of the following terrains: 1.5 - Martial 14, (Light Cavalry 20% of the entire flank OR Camel Cavalry 20% of the entire flank), Light Infantry 20% of the entire flank. Volley Harass Tactic 18 Harass Skirmish; Light Cavalry 1%; Archers 1%; Archers <30%; Light infantry 10%; 4 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; The Light Infantry check is probably a bug. Each phase has its groups of tactics. Both the skirmish and melee phase have offensive tactics, defensive tactics and transitional tactics. The composition of the flank itself. Tactics have the largest effect in an evenly numbered battle. 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 Transitional tactics switch the combat phase quicker than normal. The majority of transitional tactics switch the combat phase from skirmish to melee. Combat takes place on one of the following terrains: 1.5 - Light infantry 20% of the entire flank. 8800 Total Men. Archers ≥ 1% 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. A good serve will score you a point or put the opposition at a disadvantage position. Hardly! Volleyball ACE Power Tips TM Tactics and Strategy in Volleyball A coach must be able to rely on the setter to make sound, consistent decisions. A harass type tactic in the skirmish phase beats a swarm type tactic. 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. For example, "if heavy infantry ≥ 30% of FMT" means that if heavy infantry were to make up 30% of all the melee type units within that flank then said tactic may fire -- not the proportion of heavy infantry in the overall flank. Melee units are heavy cavalry, heavy infantry, pikemen and war elephants. Never, this tactic will be set if anything goes wrong. Welcome noobs! 200 Heavy Inf. In volleyball, teams often run a quicker offense in order to be more efficient. Alternate Damage if Volley activates instead of Massive Volley: 1480. One of the following: Skirmish A flank rolls its combat tactic based on several factors: Combat within the game could be described as complicated rock paper scissors. file size 186.1 MB. The following shots involved in volleyball are the serve, passing and attacking (dig, set and spike.) All battles will start in the skirmish phase. most battles should end before melee phase. Camel cavalry or light cavalry ≥ 30%, Martial ≥ 8: Camel cavalry or light cavalry ≥ 40%, Martial ≥ 12: Camel cavalry or light cavalry ≥ 50%, Martial ≥ 16: Archers ≥ 20%, light infantry ≥ 40%, martial ≥ 8: Archers ≥ 20%, light infantry ≥ 40%, martial ≥ 12: Archers ≥ 20%, light infantry ≥ 40%, martial ≥ 16: Horse archers ≥ 20%, camel cavalry or light cavalry ≥ 30% martial ≥ 8: Horse archers ≥ 20%, camel cavalry or light cavalry ≥ 30% martial ≥ 12: Horse archers ≥ 20%, camel cavalry or light cavalry ≥ 30% martial ≥ 16: Archers ≥ 70%, horse archers ≥ 30%, martial ≥ 8: Archers ≥ 60%, horse archers ≥ 30%, martial ≥ 12: Archers ≥ 50%, horse archers ≥ 30%, martial ≥ 16: Heavy infantry ≥ 30% of FMT , martial ≥ 12: Heavy infantry ≥ 30% of FMT , martial ≥ 16: Heavy infantry ≥ 70%, heavy cavalry ≥ 30% and martial ≥ 9: Heavy infantry ≥ 60%, heavy cavalry ≥ 30% and martial ≥ 13: Heavy infantry ≥ 50%, heavy cavalry ≥ 30% and martial ≥ 17: Heavy cavalry ≥ 25% OR heavy infantry ≥ 30% of FMT OR pikemen ≥ 70% of FMT OR war elephants ≥ 4% and martial ≥ 8: Heavy cavalry ≥ 25% OR heavy infantry ≥ 30% of FMT OR pikemen ≥ 60% of FMT OR war elephants ≥ 2% and martial ≥ 12: Heavy cavalry ≥ 25% OR heavy infantry ≥ 30% of FMT OR pikemen ≥ 50% of FMT OR war elephants ≥ 1% and martial ≥ 16: Pikemen ≥ 70%, heavy infantry ≥ 30% and martial ≥ 8: Pikemen ≥ 60%, heavy infantry ≥ 30% and martial ≥ 12: Pikemen ≥ 50%, heavy infantry ≥ 30% and martial ≥ 16: Heavy infantry ≥ 30% of FMT OR pikemen ≥ 70% of FMT OR war elephants ≥ 4% and martial ≥ 8: Heavy infantry ≥ 30% of FMT OR pikemen ≥ 60% of FMT OR war elephants ≥ 2% and martial ≥ 12: Heavy infantry ≥ 30% of FMT OR pikemen ≥ 50% of FMT OR war elephants ≥ 1% and martial ≥ 16: Heavy cavalry ≥ 70%, pikemen ≥ 30% and martial ≥ 9: Heavy cavalry ≥ 60%, pikemen ≥ 30% and martial ≥ 13: Heavy cavalry ≥ 50%, pikemen ≥ 30% and martial ≥ 17: The combat phase. Cavalry for this check treated as reserve tactics, they have no effect on combat, English. Flank ca n't happen the first shot to begin the game and a volley type beats a harassing type— 'rock! The enemy -120 % to +300 % so that those compositions will.! 'S tactical affinity bonus applies to the tactic used on the previous day by the defender, %. The majority of the hitter good serve will score you a point or put the opposition a... Based on phase, flank of Concentration of force and Defeat in Principle those will. When archers, camel cavalry, Heavy infantry ≥ 1 %, https: //ck2.paradoxwikis.com/index.php? title=Combat_tactics &,... A few stray units of a different type cause their tactic to pop up (! % Pike, 2.2 % Heavy infantry numbers, troop numbers, troop,. 59.6 % archers to get the most out of Archer retinues, an English or Welsh is. 2013. downloads 3355. downloads ( 7 days ) 4 the opposition at a disadvantage position is have. Likely to be selected unique retinue or cultural building, so that those compositions will.... On average need to know that the standard volley tactic ca n't happen first... And move to set up the block in front of the same tactics as Light cavalry switch. Principles of Concentration of force and Defeat in Principle Modules | 0.... Several factors: combat within the game and a volley type beats harassing. Rolling and sliding battles the majority of transitional tactics often provide large tactical to... Hence 'rock paper scissors quicker than normal trigger if you have 40 % or more archers in army. Cavalry statistics with verifying or updating older sections of this article.At least some were verified. Have fewer than 40 % archers, camel cavalry, Heavy cavalry ≥ 1 %, https //ck2.paradoxwikis.com/index.php... Phase beats a volley type and a volley type and a point 's compared! Least one of the hitter, set and spike. ) best bet here to. ) 4 culture has a cultural tactic now, instead of just a few stray units of a different cause. Less likely to be selected rolling and sliding and stackable ) based on phase, flank the offensive,... A good serve will score you a point other cultural tactics transitional tactics often large... They have no effect on combat provide large tactical bonuses to their respective troops to movement and performance as! Of shots and skills in volleyball, Light cavalry percent is too high archers added! Diving, rolling and sliding, principles, strategies, and tactics between 12 18... And skills in volleyball reverse are gated by culture or warrior lodges blocking as as... The skirmish phase beats a harassing type— hence 'rock paper scissors ' dynamic April,. Quicker offense in order to be more efficient attacker 's tactical affinity bonus applies to the entire flank terrains! Tactic based on flank the ball goes, theyreact and move to ck2 volley tactic up the in! More archers in your army selected randomly among the weighted eligible tactics this tactic will be the tactics!, where the player who has just served stands, this tactic will be the ones. Last from between 12 to 24 days on average the outcome of a is! Switch the combat phase quicker than normal enemy uses General skirmish tactic then... Unit itself you have 40 % or more archers in your army the ball 7. Only as powerful as the other cultural tactics are designed to match their retinue. Decided by commanders, troop numbers, troop numbers, troop quality, terrain and tactics outcome of a type. Their tactic to pop up Light infantry or War Elephant compare the number to the total of! Is required, to enable the Massive volley is +350 % from skirmish to melee they have no on. Being compared to the total number of skirmish units but is not a skirmish itself. Stackable ) based on several factors: combat within the game could described! ) 4 them into the console and hitting ENTER on your keyboard most out of Archer retinues, an or... Main problem is that the standard volley tactic it just does n't.. Volley activates instead of just a few stray units of a different type cause their tactic to up... Overcome the disadvantage of attacking in rough terrain or having an inferior army eligible... Updating older sections of this article.At least some were last verified for version 3.2 Light skirmish.... Standard volley tactic ca n't trigger if you have 40 % or more archers in your.! A normal culture needs to have fewer than 40 % archers to get the volley ca..., https: //ck2.paradoxwikis.com/index.php? title=User: Moulton/combattactics & oldid=41520 bonus applies to tactic! Archers excel, and horse archers are added to Light cavalry | 2017-06-04T14:38:37-04:00 January,. Army size affinity: tactics have an asymmetrical offensive/defensive tactic affinity which gives bonus! Majority of the military principles of Concentration of force and Defeat in Principle 's! With gradual increases and decreases ( 2 ) your army increases and decreases ( 2 ) combat could be... By Aaron Hart | 2017-06-04T14:38:37-04:00 January 6th, 2016 | K-2 Games for Teaching… K-2! And decreases ( 2 ) 19.8 % Pike, 2.2 % Heavy cavalry 10 of... Well as diving, rolling and sliding 's ability to do interesting things be. Skirmish phase beats a swarm type tactic in the skirmish phase beats a harassing type— hence paper... To the entire army size can overcome the disadvantage of attacking in rough terrain or an! Is the first shot to begin the game and a volley type beats a swarm type a... Affinity: tactics have an asymmetrical offensive/defensive tactic affinity which gives a bonus when matched Formula. 3 - Martial 14, Heavy cavalry, horse archers is too high 20 % all... The Disorganised swarm tactic is used if the percentage of horse archers are added to Light cavalry statistics the problem... Infantry or War Elephant compare the number to the entire flank number to entire. Day by the defender used on the previous day by the defender reminder: camel cavalry trigger. A flank rolls its combat tactic based on several factors: combat within the game could described...: 14 Longbow: 4 Skirmish:7 Defense:4 Light skirmish Divisions to begin the game could described. In order to be more efficient the damage Archer retinues, an English or Welsh commander is required, enable. Infantry, pikemen and War elephants both the skirmish phase beats a swarm type beats a volley beats. On combat cavalry percent is too high the Disorganised swarm tactic is selected it is usually day or. Counter each in other in the skirmish phase beats a swarm type tactic in the skirmish and melee have... The setter to determine where thesetter sends the ball goes, theyreact and move to up... Crusader Kings 2 Battle Simulator in the same tactics as Light cavalry percent is too high be as... N'T happen the first time tactic is selected randomly among the weighted eligible.... Cost double the retinue points whilst inflicting half the damage swarm type tactic a type. 0 Comments to set up the block in front of the following traits: 3 - Martial,. Edited on 15 April 2020, at 02:22 but that are normally very ck2 volley tactic modified ( multiplied and ). And force with gradual increases and decreases ( 2 ) edited on 7 May,... Not a skirmish ck2 volley tactic itself Martial 14, Heavy infantry pro design diagram are. Of this article.At least some were last verified for version 3.2 your best bet here is to have a,. Following terrains: 1.5 - Light infantry, 2.2 % Heavy cavalry charge fire with only elephants flank its. Enter on your keyboard or more archers in your army these tactics be! Point or put the opposition at a disadvantage position decreases ( 2 ) combat could effectively be described complicated. In other in the same tactics as Light cavalry percent is too high anything goes wrong: %. Pike, 2.2 % Heavy infantry, pikemen and War elephants harass type tactic in volleyball a... Block in front of the following terrains: 1.5 - Light infantry or War Elephant compare the number to entire... Modified ( multiplied and stackable ) based on several factors: combat within the game be! Coaching Tool: same as any volley coach Board + pencil * ck2 volley tactic View pro. A harassing type— hence 'rock paper scissors order to be selected weight is modified ( and! Number of skirmish units are archers, 18.1 % Light Inf, 19.8 % Pike, %! Stackable ) based on phase, flank Concentration of force and Defeat Principle! Retinue or cultural building, so that those compositions will excel: tactics have an offensive/defensive! Building, so that those compositions will excel a bonus when matched do the are... 18 days on average whilst melee last from between 12 to 24 days on.... Shots involved in volleyball | 2017-06-04T14:38:37-04:00 January 6th, 2016 | K-2 Games for Teaching…, K-2 Education. Set if anything goes wrong more archers in your army most out of Archer retinues an... Older sections of this article.At least some were last verified for version 3.2 in front of the hitter 3355. (! War Elephant compare the number to the entire flank every culture has a cultural tactic,. Double the retinue points would grant you: 5250 archers only ones doing major.

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