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Author Topic: Guide for ranged unit management  (Read 3102 times)

MerkerBenson

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Guide for ranged unit management
« on: March 18, 2014, 06:20:05 pm »

Hello
I'm playing MW v4h and I'm having loads of trouble with my unit of marksdwarfs. Now, training them is not so much of an issue now that I have the combat library up and running and the frequent waves of ene...live targets all year round, but they rarely use any ammo...I have them equip up to 800 bolts of any material per squad yet only a couple of them ever fill their quivers, and most has 2-3 bolts at most. I designated an archery range with a stockpile of ammo right in it, with weapon racks and everything necessary. Nothing changed, they just won't take ammo.

Hunters don't seem to have issues with this, in fact, they ignore all the restrictions I impose on their ammo and happily throw javelins, axe heads, use bows, pistols etc.

Are the mechanized weapon head throwers more effective and work better in MW? How do you manage your ranged units? It's not really a tragedy except for when I actually need them for getting rid of the annoying nightwings. My melee squads are nearing full elite status now, and I haven't used the danger room in years.

Cheers
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Frostea

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Re: Guide for ranged unit management
« Reply #1 on: March 20, 2014, 07:49:53 pm »

Are you using bins to hold ammo? There is a bug regarding that. If you are, remove the ammo from bins and leave it as it is in your stockpile.

Another thing, do all your dorfs come equipped with quivers? That can also be a reason.

Repeating weapons fire slightly faster than the default ones and adding bayonets to them make the weapon count as a spear in melee.
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lcy03406

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Re: Guide for ranged unit management
« Reply #2 on: March 20, 2014, 09:18:17 pm »

Don't use bins. Forbidden the fired bolts so that they will lay in the archery moat and won't take stockpile space. If you have access to magma, smelt the separate bolts and forge new ones.
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MerkerBenson

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Re: Guide for ranged unit management
« Reply #3 on: March 21, 2014, 02:53:38 am »

the ammo stockpile in the archery range has no bins and is FULL of ammo, all types of bolts, all types of materials. Even if I forcefully station them there for a year and lock the door they still don't take the ammo. During the last siege my marksdwarfs attacked the enemy in melee..... Any point to having marksdwarfs at all in these latest versions of MW? They seem useless....Atm I'm better off training all my melee dwarfs in dodging and having them charge at the enemy archers like berzerked orcs... Or should I use the new ranged weapons such as the mechanized axe thrower and javelin thrower?

All my dwarfs have quivers. I have so much stuff made I stopped all production except for armor altogether. I am literally swimming in quivers, scaleplate armor, clothes and stuff like that...
« Last Edit: March 21, 2014, 02:55:52 am by MerkerBenson »
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Fairin

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Re: Guide for ranged unit management
« Reply #4 on: March 21, 2014, 02:56:43 am »

i searched forever for the guide to marksdwarves, what i collected from bits an pieces was this

step 1 personalize a uniform, be aware ranged dwarves require a quiver, and specific ammo
step 2 form a milita unit using that uniform, try not to mix marksdwarves an melee, and deffinately do not mix ranged weapon types.
step 3 assign milita unit ammo useing the military screen, ex. 100bolts, 10 dwarves = 10 shots each, make sure they have enough to fill quivers.
step 4, designate a barracks to train in (must)
step 5. designate # Archery targets, where #  = number of marksdwarves
step 6, no bins ammo depo, they get confused sometimes but generally hold about 25 bolts per

quirks. dwarves rarely (if ever)train using the targets if they have less than a rank of skill in the weapon they use. same with sparring.. if i remember correctly.

dwarves quivers can only hold so many bolts, and get confused if they have say bone or wood bolts to train with. and steel to be in combat with. ending up with a quiver full of bones, and go hammer stuff to death cause they brought no combat bolts with them.. ect.
« Last Edit: March 21, 2014, 05:53:49 am by Fairin »
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MerkerBenson

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Re: Guide for ranged unit management
« Reply #5 on: March 21, 2014, 04:47:30 am »

I did all of the above, including getting some training in the library for the marksdwarfs...I noticed now that a marksdwarf became a "crossbowdwarf" after shooting a drake...I believe the issue with training lies in the larger number of archery skills for dwarfs, meaning even if they have library training as marksdwarfs they don't train because they have no skill in "crossbowdwarf".... But this still doesn't solve the issue with them not picking ammo, even if I manually equip them, they also have a barracks, archery range and ammo pile in the same space, without bins and plenty of archery targets. Also marks squads are only ranged so no issues there. I just want them to pick the freaking ammo, lol :P
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Fairin

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Re: Guide for ranged unit management
« Reply #6 on: March 21, 2014, 05:52:51 am »

try one or two marksdwarves at a time

also i forgot, which is probably your issue, you must assign the total number of bolts for the entire squad, 100 bolts for 10 dwarves = 10 bolts each. will add to the above..
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mahrgell

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Re: Guide for ranged unit management
« Reply #7 on: March 21, 2014, 06:17:48 am »

I used ranged dwarves to great extent in my first two dwarf forum forts and they work perfectly fine.... Uh, and I never even looked at their ammo menu, as it works as it is.

a) decide which ranged weapon to use fortresswide
- hint: crossbows suck, javelin throwers are way better, or you can use axe throwers for simple cutting fun
b) make sure, there is no other ammo in the whole fortress (they love to pick the wrong ammo..., just designate everything unwanted for melting or forbid it)
c) create squad, set uniform during creation to archer (the premade one)
d) manually assign the weapon, and if you like, other items, to the dwarves
e) build an archery range overlapping a barracks, both set to active
- archery range should have as many targets as you have squads, be careful, they go through ammo rather quick, but do NOT use different ammo for training and combat, they will always screw this up
- I used copper ammo, as it is is sufficient to hurt most invaders, but there is more then enough copper on MWDF maps
- barracks = a single armor stand/weaponrack/chest
- I usually set the barracks to training only, but nothing else
- set squad to active (again no rocket science needed, ignore schedule and bullshit... just select squad in s-menu, press t, done)
-> everything is fine

Honestly, there is nothing really difficult about it... I never had even the slightest problems with it, except when i accidentally had a few hammerheads in my fortress, which were now carried around instead of axe heads and prevented them from doing anything... And I usually ignore most of the menu options...

PS: Hexxedgarish used 2 squads with javelin throwers and one with axe throwers... And even then it was no problem...



MerkerBenson

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Re: Guide for ranged unit management
« Reply #8 on: March 21, 2014, 06:22:42 am »

they have 800 bolts assigned. First I tried with any material, now with metal, nothing...
@Mahrgell ok thanks, I'll just switch everyone to axe throwers and melt the rest of the stuff. Also, I have massive ammounts of iron from praying so this should make things cool :D

Btw, where can I get mechanized axe throwers? The engineer or gnomes?
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mahrgell

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Re: Guide for ranged unit management
« Reply #9 on: March 21, 2014, 06:33:32 am »

the metalsmiths forge

mechanized axe throwers = axe throwers
just a bit unconsistent naming
They don't have any upgrades like the other ranged weapons