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If you are using Maxthon or Brave as a browser, or have installed the Ghostery add-on, you should know that these programs send extra traffic to our servers for every page on the site that you browse.The most common causes of this issue are: You may be a little ahead of me, as I've only just discovered gun powder, and haven't built any of those upgrades yet.Your IP address has been temporarily blocked due to a large number of HTTP requests. I'm playing England, so it shouldn't be hard for me to do, and I'll let you know how it works out. That just might get my navy to Silver Chevron Status a little quicker. Now I'm wondering if both strategies should be incorporated together when possible.? Perhaps I will try blockading with the four Gun Holks mentioned to shut down their trade, but also back up that force with two more Gun Holks just behind them. Yes, I've had some experience with that, but it wasn't my actual intention at the time, I just got a bit lucky is all. Setting a trap just outside of the enemy port sounds like a good idea. I'm still not certain however, and would like to continue this topic with you. Perhaps it's a tactic best used to slow down enemy ship building, thus allowing my/your naval forces to get back to port and recuperate. Trouble is, it's hard to maintain since the ports in this game are so close to their respective cities where they can easily build more land forces, and I can not. It seems to work, because I haven't seen any enemy (Holy Roman Empire) ships being built in these ports when I do it. I've also tried blockading enemy ports by parking land forces on them using the zone of control logic. The difference is that the enemy does not get to build up forces, safe in the harbor. If new enemy ships have been built, I bring reinforcements, like you. moves out of the harbor, but stays right next to it, vulnerable to attack. One or two fleet, which support each other, and can defeat three ships is usually enough to lead the A.I. I do not actually blockade the port, just make it so that the enemy cannot leave the port without crossing my zone of control.
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my approach after a couple of defeats like the one above is a bit different from yours. moving some cavalry on top of the enemy harbor, and see what happens, but I have yet to do it for long enough to be sure. I keep meaning to try blockading from the land, i.e. Recognizing that blockading ports doesn't shut down enemy ship production (I'm not sure why), and that enemy ports can produce three ships at a time, I've since adopted the strategy of maneuvering no less than four Gun Holks to any location.I also noticed that blockading from the water does not work. Since you brought this subject up it's changed my naval strategy somewhat. I'm not sure what ladyas are, perhaps specific to a certain faction? Anyways, thought maybe it would be beneficial to trade notes with you. Seeings how my attrition rate is better with a team of at least four Gun Holks, maybe I lose one, then the other three can be reinforced with another Gun Holk even if it is currently on a diplomatic mission. Yet, I'm thinking of just getting rid of the Cogs and building more Gun Holks for even for away diplomatic missions as well. Not using regular Holks at all, as they are too expensive for diplomatic missions, yet to underpowered for naval conflict.
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I've still been using my early made cogs for diplomatic transportation. Recognizing that blockading ports doesn't shut down enemy ship production (I'm not sure why), and that enemy ports can produce three ships at a time, I've since adopted the strategy of maneuvering no less than four Gun Holks to any location.įour seems to allow me to have numerical superiority for at least one turn, and if I'm not allowed to attack, then at least I'm afforded a chance to reinforce when other units are near.