There are a risk that the enemy uses General Skirmish tactic and then Charge on undefended flank but that are normally very unlikely. 1% ≤ Archers < 30% Melee units are heavy cavalry, heavy infantry, pikemen and war elephants. One of the following: Skirmish A harass type tactic in the skirmish phase beats a swarm type tactic. Horse archers ≥ 1% Harass can fire with 5% (relative to the entire flank) Camel Cavalry (or Horse Archers) and no Light Cavalry units. Crusader Kings III Available Now! Transitional tactics are around 6 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). 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. Effect: selected tactic runs for a fixed tactic-specific number of days (even if combat phase changes) and brings a damage modifier to units. Volley is now +200% to archers; Massive volley is +350%. most battles should end before melee phase. Tactics involving Light Infantry or War Elephant compare the number to the entire army size. Combat could effectively be described as slightly more complex rock paper scissors. 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. Serve Firstly the serve is the first shot to begin the game and a point. (Basically if the percentage of Horse Archers is too high the Disorganised Swarm Tactic is used instead.). 8800 Total Men. You need to know that the defensive tactic in volleyball is all about blocking as well as diving, rolling and sliding. Horse archers ≥ 1% This page was last edited on 15 April 2020, at 02:22. In read blocking blockers read the setter to determine where thesetter sends the ball. Modifiers: base weight is modified (multiplied and stackable) based on flank. Welcome noobs! Combat takes place on one of the following terrains: 1.5 - Light infantry 20% of the entire flank. Tactics: Skirmish. Volleyball tactics and techniques There are different types of shots and skills in volleyball. No longer will having a few stray units of a different type cause their tactic to pop up. To get the most out of Archer retinues, an English or Welsh commander is required, to enable the Massive Volley cultural 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. Box 753 Norwalk, CT 06852. 1- back  right, where the player who has just served stands. A good serve will score you a point or put the opposition at a disadvantage position. Camel cavalry or light cavalry ≥ 1% v. 2.0 . 5. 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. 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. (8%) Damage: 1.2 (retinue)x4.20(tactic)x5(base)x.015 (combat)x5500 (troops)=2080 damage. There are two types of. Skirmish phases last from between 12 to 18 days on average whilst melee last from 12 to 24 days on average. During the combat cycle, within each phase— whether it be skirmish, melee or pursuit; a combat tactic is rolled for each flank. Outcome E3.1b-2. Applies knowledge of concepts, principles, strategies, and tactics related to movement and performance. 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. The potential added damage from affinity ranges from -120% to +300%! Heavy infantry ≥ 1% Crusader Kings 2 Combat. Melee Affinity: Tactics have an asymmetrical offensive/defensive tactic affinity which gives a bonus when matched. Please help with verifying or updating older sections of this article.At least some were last verified for version 3.2. Composition: 59.6% Archers, 18.1% Light Inf, 19.8% Pike, 2.2% Heavy Infantry. 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 These cultural tactics are designed to match their unique retinue or cultural building, so that those compositions will excel. 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. After the first contact before the setter contacts the ball,blockers need to be aware of the hitter's … Volley fire, as a military tactic, is (in its simplest form) the concept of having soldiers shoot at the same direction in mass. This is when archers, light cavalry, and horse archers excel, and they will be the only ones doing any major damage. Your best bet here is to have a zealous, … Secondary spikers require good sets. Transitional tactics often provide large tactical bonuses to their respective troops. Do note this simulator does not take into account that camel cavalry can trigger some of the same tactics as light cavalry. Skirmish units are archers, camel cavalry, horse archers, light cavalry and light infantry. Leader has at least one of the following traits: 3 - Martial 14, Heavy Cavalry 10% of all melee units. A swarm type beats a volley type and a volley type beats a harassing type— hence 'rock paper scissors' dynamic. The majority of transitional tactics switch the combat phase from skirmish to melee. Never, this tactic will be set if anything goes wrong. Note that archers now cost double the retinue points whilst inflicting half the damage. 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. 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. Location not in forest, woods, mountain, jungle or marsh. Volley is now +200% to archers; Massive volley is +350%. A swarm type beats a volley type and a volley type beats a harassing type— hence 'rock paper scissors' dynamic. Skirmish Horse archers < 50% Changelog: MAJOR - Ironman mode - Steam Achievements - Religious (non-heretic) rebels - Women can now die in childbirth, and there can … Photo courtesy of FIVB. Free download. For eligibility horse archers and camel are added to light cavalry statistics. use breeding to acquire an english commander if possible, otherwise anyone else will always use the volley tactic. This is known as tactic affinity. 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. 1600 Light Infantry. Other tactics are unchanged. 200 Heavy Inf. want to play CRUSADER KINGS 2 with me? 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: … It's being compared to the total number of skirmish units but is not a skirmish unit itself. 1750 Pikes. Crusader Kings 2 Battle Simulator; Crusader Kings 2 Combat Tips; Crusader Kings 2 Battle Simulator . ), (If flank has leader with Martial 12 it triggers at 75% Light Cavalry, otherwise it triggers at 40% Light Cavalry.). words, often it is the hitter’s ability that makes the difference in whether a particular set is poor, acceptable or good. The only tactics that do the reverse are gated by culture or warrior lodges. The Volley King, like the backboard, is an indoor, outdoor, play all by yourself and make your game great kind of a product. 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. Larger armies do not always win. Alternate Damage if Volley activates instead of Massive Volley: 1480. Skirmish Location not in forest, woods, mountain, jungle or marsh The following shots involved in volleyball are the serve, passing and attacking (dig, set and spike.) One of the following: Skirmish This is known as tactic affinity. The outcome of a battle is decided by commanders, troop numbers, troop quality, terrain and tactics. 10470 Retinue points would grant you: 5250 Archers. Archers ≥ 1% A harass type tactic in the skirmish phase beats a swarm type tactic. Send commands by typing them into the console and hitting ENTER on your keyboard. CONTACT US. 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: 300% archer damage (37%) Massive Volley: 420% archer damage (55%) Charge Undefended: Not sure this actually happens, but bad. Charge on undefended flank can't happen the first time tactic is decided. 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. Tactics have the largest effect in an evenly numbered battle. Defense: 3. Melee. The Light Infantry check is probably a bug. Note: the attacker's tactical affinity bonus applies to the tactic used on the previous day by the defender. Please expand. Only the melee unit types are counted against. Tactics decide battles the majority of the time, they can overcome the disadvantage of attacking in rough terrain or having an inferior army. Every culture has a cultural tactic now, instead of just a few. The combat system implementation of ... To open the console in Crusader Kings 2, press the ` (grave) key on your keyboard. Archers ≥ 1% Each phase has its groups of tactics. 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. 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. Game update (patch) to Crusader Kings II, a(n) strategy game, v.2.0, added on Wednesday, November 20, 2013. file type Game update. Location not in forest, woods, mountain, jungle or marsh 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. When blockers see where the ball goes, theyreact and move to set up the block in front of the hitter. 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. 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). 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. These tactics can be treated as reserve tactics, they have no effect on combat. One of the following: Skirmish Light infantry ≥ 10%. Reminder: Camel Cavalry and Horse Archers are added to Light Cavalry for this check. One of the following: Skirmish last update Wednesday, November 20, 2013. downloads 3355. downloads (7 days) 4. * Board Coaching Tool :same as any volley coach board + pencil * Editor View : pro design diagram . The main problem is that the standard Volley tactic can't trigger if you have 40% or more Archers in your army. 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. So you can have heavy cavalry charge fire with only elephants. 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. Selection: a tactic is selected randomly among the weighted eligible tactics. file size 186.1 MB. 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. This page was last edited on 7 May 2020, at 19:53. Other tactics are unchanged. All battles will start in the skirmish phase. Skirmish 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. For example, English Massive Longbow Volley is now only as powerful as the other cultural tactics. The potential added damage from affinity ranges from -120% to +300%! (Disorganised Harass is used if the Light Cavalry percent is too high. In volleyball, teams often run a quicker offense in order to be more efficient. Hardly! The second time tactic is selected it is usually day 13 or 19 and that are often more than enough to crush the enemy. Horse archers < 50% The offensive tactics counter each in other in the same way as 'rock paper scissors'. But since a normal culture needs to have fewer than 40% archers to get the Volley tactic it just doesn't work. Does that reduce player's ability to do interesting things? 7/21/2019 This section is not complete. Volley Board for Coaches Volley Editor "Every General needs a Map, Lead your Team" FUNCTIONALITIES * Easy Coaching Design your volley plays ,tactic and drills. (animated) A quick overview of the military principles of Concentration of Force and Defeat in Principle. 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. The composition of the flank itself. Address: Triremis Solutions, LLC P.O. Transitional tactics switch the combat phase quicker than normal. Differentiates between strong and light force (1b); Varies time and force with gradual increases and decreases (2). Both the skirmish and melee phase have offensive tactics, defensive tactics and transitional tactics. Heavy cavalry ≥ 1%, https://ck2.paradoxwikis.com/index.php?title=User:Moulton/combattactics&oldid=41520. 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. 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. 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. A flank rolls its combat tactic based on several factors: Combat within the game could be described as complicated rock paper scissors. War Elephants are added to Heavy Cavalry. Elephants are added to heavy cavalry. Volleyball Blocking Strategies - Read Blocking Probably the most common way to set up a volleyball block is "blocking by reading the opponent", read blocking. 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). English/Welsh Archer Retinue: Formula: 14 Longbow: 4 Skirmish:7 Defense:4 Light Skirmish Divisions . Camel cavalry or light cavalry ≥ 5% Weight: each eligible tactic gets a base weight which makes it more or less likely to be selected.