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The Pike Bible part 2 - An in depth guide to pikemen

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ThatPikeGuy #1 Posted 23 January 2018 - 01:08 PM

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This is a second part of a guide focused on learning how to play pikes both for newbies and crazy people that play this unit all the time for some reason. First part is lost somewhere in oblivion and was made in collaboration of a HELL member back in 2016. I am going to write this guide in a way that it isn't going to explain how to deal with this and that situation because there are just that many variables basically. If you think I missed out on something, please do post in this thread and I will try to respond if I can.


Pikemen are an all-rounder unit, capable of assault, defense and support (can change with future patches). Their tactical capabilities allow them to flex to any situation, making them the most powerful and rewarding unit when mastered.

Its area denial potential and flexibility allow pikemen to be the core of any high-tier party, allowing missiles and infantry to truly shine. Defending or going full rambo mode with pikes is up to the player to decide.


Getting started

To start off with pikemen, first you have to get used to playing spearmen. Hopefully from tiers 1-3 you have gotten pretty familiar with the spear phalanx. It is important because pikemen lack abilities like charges and turning, which spears definitely can use to full effect. What I would recommend for the first couple of games with pikes is to use phalanx as little as possible, instead just move around the battlefield, stick with either missile players and/or swords and when someone does eventually come, pop phalanx to scare them away. Learn how to move with the team, go with the flow of the team.

It is important to be able to move without phalanx because it's when the pikes are in phalanx that makes them the most vulnerable. Analyzing which angles are best and how your pikemen would perform in that angle is a skill that I can't describe unfortunately - it's a feel.

Commanders for starters


Alexander The Great is something I wouldn't recommend to any pike player because his only ability - anvil, is very buggy, it takes a lot of confidence and gamesense to synergize with the team with Alexander's pikes. Not using spears or cavalry with Alexander means losing a lot of potential support though.


Miltiades is an interesting choice because while pikemen can't access charges, he can actually combo pikes with spears to fully benefit from all of the abilities like fear. If you're just planning to play pikemen with Miltiades, he's still alright because break ranks gives a decent speed buff and fear can be used to chase down units.


Cynane is a commander that combos well with archers and makes pikemen move really really fast. Rapid advance allows pikemen to unlock mobility that throws a lot of players off-guard but while she's able to basically dance with pikemen, she can be pretty fragile. Use only when you're able to move efficiently enough to avoid engagements that'll normally kill pikemen.


Leonidas is the most popular commander for new pike players and for a good reason - Leonidas has an ability for every situation that pikemen get into like shield bash to help pikes fight in melee, fight in the shade to protect themselves from missile fire and hold the line for a morale buff. Should definitely play him before going to other commanders.




vs heavy infantry:

Pikemen have no issues chasing down infantry and any attempts of flanking by heavy infantry can be responded by an ally charging in or by simply lifting the pikes up and leaving the engagement.


vs light infantry/cavalry:

These units will try their best to flank you, so keep an open eye on the potential flanking opportunities.

When engaging light and fast units, be careful about your positioning. Deploy phalanx in spots where your flanks are covered and the unit is properly supported.


vs missiles:

With the exception of Leonidas pikemen, try to keep a distance away from these units as they are easily capable of cleaning pike units up. Units like javelinmen are especially dangerous. Use terrain to hide your pikemen and go out when the missiles can be engaged in melee.


vs wardogs:

They used to just destroy units on the charge alone but now pikemen are able to melee wardogs down. Sticking close to a Germanicus ally is the best counter vs wardogs as pikemen are going to suffer a lot of casualties when they engage dogs in melee. Watch out from wardogs with rebellion buffs though.


vs artillery:

Since pikemen are able to deploy in a very thin formation, artillery are basically ineffective against pikemen. When artillery are firing at your pikes, think of how much damage they are missing out on.


Counters and avoiding them


Scorched earth isn't that big of a deal if the positioning allows pikemen to move around the scorch. This ability only affects Leonidas players that are entrenched in a corner or holding a choke, which can be avoided with better positioning. The best way not to get funneled in and getting burnt to death is to basically push through the fire and actually use the scorch earth against the enemy - as a way to protect the flanks of pikemen. Standing just outside the chokepoint or by using flexible formations are the best ways to avoid flames.


Barrage and missiles in general punish pike players for sticking in combat for way too long or by underestimating the amount of range support by the enemy team.

One of the ways to avoid it is by brute forcing your way through with Leonidas' fight in the shade ability or by staying hidden in the bushes/forests for as long as possible.


Wardogs punish pike players for using phalanx at the wrong time but they can be easily countered if the pikes push with allied swords or by bringing extra support from pikemen or cavalry. Pikemen in melee combat do fairly alright vs dogs so use it whenever you can. Also when the dogs are getting called back, abuse the crap out of pullthrough damage and chase the dogs down to deal as much damage as possible.


Miltiades' fear punishes pike players for poor positioning or not getting enough support. It might be an annoying thing to encounter but if the pikes are prepared to fall back to a choke where pikemen cannot be flanked or by sticking with allied swords then fear isn't that big of a deal.


Ceasar's conk/vici can be very annoying for any player that don't see it coming or when one has to face a typical 4-stack party in high tiers as it prohibits pikemen from forming phalanx nor use any other abilities like rapid advance. The best course of action is to either keep a fair distance away from the Ceasar player or to wait for the allies to push in and to force the player to be engaged in melee... or just pre-emptively pop phalanx in a choke with fight in the shade on and hope there are no Vercingetorix players around.


Defiance might not seem like it can be a problem for pikemen but once a cavalry unit like T10 noble horses charge in the formation and pop defiance, the pike unit will most certainly die in seconds. Be very careful when adjusting angles because even some models under defiance getting through the phalanx can cause a lot of damage.

When the pikes are out of position, it's best to just kill the pike unit with the defianced unit using phalanx. It is better to save 20-30 pikemen than to lose an entire unit.


Anvil from Alexander is an interesting counter to pikemen as it can freeze the uint in place and make it vulnerable to everything. It even prohibits pikemen from going out of phalanx so dealing friendly fire with pikemen can be a pretty big problem. To avoid this, have an extra unit around ready to kill the anvilled pike unit if everything goes wrong or position pikes in a spot where the enemies will have a hard time to flank. Beware of spearmen using anvil as they can run straight up to the pikemen with hammer, anvil them and escape.



Pikemen are units that synergize really well with any unit in the game.

  • Swordsmen: pikes can protect swords from getting flanked or attacked by cavalry; swords can protect pikes from getting flanked or getting attacked by wardogs
  • Spearmen: spears have access to more abilities so they are more versitale; pikemen are more consistent at dealing damage, so pikemen can anchor units down for the spearmen can be a decent combo
  • Cavalry: pikes can assist in cavalry battles or by scaring cavalry away from an angle you do not want your cavalry in; cavalry can chase down vulnerable targets like ranged units or save pikemen from routing by charging in the back.
  • Ranged: pikes protect ranged units from any cavalry/infantry engagements, ranged protect pikes from other ranged units.
  • Dogs: dogs force units to engage; pikes clean up.


Phalanx usage

Learning where and when to use phalanx comes naturally so instead of strictly instructing how to use phalanx, I will provide some practices or warmup that will help with different skillsets of phalanx. Hopefully to develop some unique playstyles


Learning how to position pikemen properly:

I recommended to simply run around without phalanx as much as possible for the first couple of games - simply to see how players react to certain positions. In most cases players will try to flank pike units even if they are not in phalanx. Try to see how players around you react and try to stick with the team as best as you can.


Angling phalanx correctly:

This is where all pike players are pretty inconsistent. Sometimes the positioning of the phalanx is great but if the pikemen are deployed in a funny angle like at the corner of the unit then pikes will miss out on a lot of damage. Running straight behind the units and keeping the highest surface area is critical to getting a lot of damage output.


Enable unit directions in the settings and try to match the direction with the enemy units.


Timing phalanx:

Getting phalanx down as late as possible will give the best results as the phalanx is deep in the enemy formation. Since pikemen cannot form phalanx in combat, I would recommend enabling unit highlights in the settings menu, simply for seeing how close pikemen are till they are touching enemy units.

Sometimes players will like to test your reaction time so keep a close eye on your units.


Try to not click phalanx till the last possible moment. Best to train in bushes where visibility is limited.


Be patient and don't be greedy with phalanx:

It is important to keep pike units alive for emergency. Even if going ham with phalanx means killing 3 enemy units, leaving allies unsupported can have major consequences. Best ways to practice this is by playing with low tier pikemen in high tier games by bringing one T8+ unit with T4/6 pikes for example. Getting used to dealing basically no damage helps building better habits over time. 

Playing in mid-tiers

Now that you're in a mid-tier game, here are a couple of tips on using pikes from tiers 4-7:

  • Always stick with some teammate, no matter how confident you are in your pikes. The best allies for support are Germanicus swords and wardogs. Archers are decent but when there's cavalry nearby, it can disrupt the flow of the game.
  • When protecting archer players, keep a decent amount of spacing between the archers and pikes so that both archers and pikes can maneuver when needed
  • Don't get too greedy, sometimes it's best to not go for an infantry blob and let others finish the units down. Who knows, maybe there's cavalry or an angry Russian party hidden in the forest.
  • When enemies are trying to bait out a phalanx from you, don't be too sensitive and activate phalanx only when the enemy units are fully turned (I'd recommend turning on unit directions in the settings) and/or already charging. Popping phalanx in the open can at best make your pikes miss out on getting kills or at worst getting surrounded and killed.
  • Don't worry about doing mistakes as we're all humans. Besides, we improve from our mistakes, so analyzing your own play is recommended.

Since mid tiers are the most populated, partying up is always nice because there's someone you can support or who can support you. Don't try anything TOO fancy just yet, try to learn slowly.


Playing in high-tiers

This is where your skills are truly tested - to see how far you've learned during the grind and if your're willing to adapt to some of the new things you'll see. Usually high tiers are a turning point for most pike players so they stick in mid-tiers to enjoy the game as much as they can, but for those who are willing to stick... here's a few tips :

  • Look around in the forums to see which units are getting the most attention to see what compositions the teams will most likely have. Now it's pretty common to see 4-stack parties with pikes/javs/archers/swords and mostly Germanicus infantry or Vercingetorix cavalry.
  • When not playing Leonidas, avoid taking routes where pikes are going to get countered or prepare to face a lot of resistance. What I mean by that is that there are some spots in the map where archer parties are deploying consistently. Spots like Alpis Graia top-mid area, Thermopylae tower, Salernum city, Marathon beach forest are just a few examples.
  • Left click on every unit surrounding you to check what to expect from them. If it is a Greek spear unit, chances are it is Miltiades/Alexander or if it is artillery then expect to get vici'd by Ceasar. If one retreats to safety back in time, it is possible to avoid a potential disaster.
  • Avoid tunnel vision when chasing down units. Usually the units running away from the pikes are regrouping with players that are prepared to take on the pikes. Overextension is the most common thing that kills pikes unfortunately.
  • Partying up is a great way of training consistency - playing with reliable players will help remove a lot of the randomness that these pub matches have so that all the focus is spent on trying to improve.
  • For soloqueuers it is best to stick in the back ranks and approach every engagement very slowly. Going after already engaged enemy units is a very consistent way of helping out your team in score.
  • When facing an organized team like a 4-player party, try to keep the team cohesion to the best of your ability. Don't be afraid of taking the hit for the team if it means that valuable targets will survive. Assist units like archers or cavalry in flanking the enemy position and apply pressure from as many sides as the team can.



These are a few playstyles that I find pretty useful and occasionally switch between them. You might develop your own playstyle with pikes, who knows.

It is advised to keep switching playstyles mid-match as the situation calls for it.



By using forests, bushes, cliffs and chokes pikes can flank the enemy without being seen for a long enough time or to at least cut off their retreat path. Keep at least one unit up front to scout ahead to see when it's a good opportunity to go out and attack.

This is surprisingly effective due to how unexpected pikes popping out of nowhere can get.



Sticking close to your teammates and scaring enemy units away when needed is a concept that is pretty simple to execute. Works best in parties when there is a dedicated missile/sword player

Falling back to archers or swords when needed can make units survive that much longer.

When defending an objective like a tower or base, use as little phalanx as possible - use pikemen to force units to engage with your allies and then attack.



This is the most common playstyle for confident pike players because of how much damage output pikemen can potentially have.

It isn't recommended to play with just 1 pike unit at a time using this playstyle, but 2 are just manageable. Bringing Cynane will give you the best results but playing any commander will work, even Leonidas. I would advise against this playstyle as it can be pretty hard for your team to support the pikemen.



Some advanced things (´・◡・`)

Ability interactions - Anvil and Rapid advance

I chose the two abilities as they are maaybe not used to their full potential by most players. Rest of the abilities are covered in commander basics.


Anvil is an ability that allows pikemen to freeze units in place. There is technically no limit as how many units can be anvilled because the ability affects any unit that is in contact with pikes, even from the rear.

In order to use anvil, one must issue an attack order and wait till the anvil ability becomes usable. Same with phalanx but keep in mind that the pikes need to be dealing damage, otherwise the anvil will not work. This is important to know in situations like pike duels and when the pikes need to anvil multiple units with a single anvil. One trick to getting more units anvilled is to give attack orders to each unit to see if the anvil ability becomes usable or just wait for a couple of seconds before popping anvil. Another thing to mention about pike duels is that if there is a certain pattern (explained in pike duels), anvil will keep the pike duel stuck in that certain pattern, so it is possible to flawlessly win pike duels pretty consistently now.

Another thing to point out is that it will reset all morale flank damage, which can allow pikemen to be surrounded and still keep their morale up. This is extremely powerful against Miltiades spears or any other units that rely solely on flanking.

Anvil also makes abilities like defiance, vengeace and rapid advance useless. With the inability to move nor use abilities, there are no units able to escape after getting anvilled. Even when pikemen are forced to set up for the inevitable anvil, they cannot go out of phalanx, so a potentially troll-ish setup would be to pop anvil on a pike player near allies to see how much friendly fire he can accumulate. Another strategy is to rotate the anvils between the units to keep the enemy units stuck for as long as possible (useful when one unit is anvilling in melee and the second one is on the other side with phalanx down)

Without phalanx it is possible to anvil units by just pressing attack on them and once anvil is applied, the pike unit is free to do anything to the enemy unit - scorching it, using heavy shot with slingers, mass charging with cav, etc. There are some interesting properties with anvil like being able to deal with spearmen from the front due to them not being able to recover from fatigue, cavalry dropping a lot of their melee defence, etc. Don't feel too afraid to use it without phalanx as pikes are surprisingly effective against anvilled units.

This ability was designed to be used in conjunction with hammer but unfortunately its charge deflect debuffs are simply too negligible to matter.

Once anvil gets some fixes I will edit this paragraph.



Rapid advance is an ability for Cynane that makes pikemen move and turn fast, even in phalanx.

This ability is more useful when out of phalanx because pikemen can get into more than favourable positions and angles than any other pike commander can. This is because with rapid advance, pikemen are able to chase down, flank and surround any unit and disengage without taking many casualties. In high tiers this ability becomes spammable, so moving in-between the cooldowns will become second nature. Use rapid advance to escape from Miltiades/Alexander spears (keep your distance, max view range is already pretty dangerous), dodge missiles and bug out dogs so that they waste their charges.

However in phalanx this ability becomes something completely out of this world.

In phalanx, pikemen are able to spin on a dime, which allows them to deal with any flank attacks. When they're not spinning, they're either able to backpedal and sidestep away from unit, allowing pikemen to retreat to a more favourable position, or pikemen can move forwards really fast, going through units so fast that the knockback stuns make units end up in the opposite end of the pike formation or that it allows pyknosis pikes to unlock damage outputs that are beyond any unit's reach.

To avoid getting units stuck in your formation resulting in a lot of potential casualties, it is best to either move back or click attack on the unit after the pikemen are starting to touch enemy models. While it seems like going really deep into the unit is going to deal more damage, it is actually spreading the unit more because the models went through a pike unit which results in less damage output.. unless it is when the pikemen need to go through another unit to get to squishier units like light barbarian infantry or missiles, then rapid advance can be used to its full potential. Even a couple of pikemen can do a lot of damage to squishy units, so keep an eye for players that are bunched up.


Pike duels

"You know how sometimes your computer crashes and blue screens? Like that but for pikes." - CA Jamie


With every tiny change in knockback mechanics or phalanx, there's new methods of approaching pike vs pike engagements.

Before engaging other pikes check what units are behind both of your and their pikes because eventually the pikes will start pushing forward, potentially attempting to get the units behind (particularly scary when facing Cynane pikes).

Keep in mind that getting the first hit on the pike unit matters when your pikes have pyknosis on or there is a two tier difference (exceptions at T5/7/9 where the pikemen get destroyed within one tier difference, T4/6 are somehow special idk)
There are 3-4 patterns on how pikes get hit (center only/one side/two sides and losing in center/full area) and it switches around like 5-10 seconds. What I mean by that is that sometimes the pikemen will almost flawlessly kill the other pike unit when suddenly that same pike unit starts hitting the sides of the pike unit and the engagement is equal.

Abilities like thrust/skewer will help seeing how the pattern will look like when the pikes do engage but do not rush in with rapid advance when there is a full pattern as there is a high probability the duel can quickly swing around, use rapid advance only when there are are units behind that need to be killed.
If you're higher tier then you get less punished for sticking in an unfavourable pattern (especially with T8/10) but if you just hold attack orders on the pike unit and not rapid advance through when not needed then it's mostly equipment/luck based.
When one wants to use angles, it is mostly abusing about pathfinding and how phalanx ignores obstacles.

When playing Cynane, try to have the pike formation wider than the other unit to avoid patterns altogether because the units flanking can get a lot of free hits in by using rapid advance. If you can, try to engage pikes from the side/rear as a way to punish pikes for poor positioning/angling... or just ignore pikemen entirely and only engage them when they are vulnerable (still, check if they are Cynane pikes)


TL;DR - click attack, don't panic if you start to lose.


Unit abilities - phalanx thrust/skewer, pyknosis, repositioning

Thrust becomes available from Tier 6 pikemen (skewer to T10 but they're pretty much identical) and while the lack of raise shields might put some players off, it is always a pretty nice ability to have. And besides, Leonidas can still use fight in the shade with them.

With thrust it is possible to have a longer reach with your pikemen - simply to deal damage to the two backest ranks to finish off the unit quicker or simply to have a first hit on pike vs pike engagements. I am not a big fan of the ability, unless it is paired up with pyknosis which makes pikes unlock the potential of nuking infantry blobs. It doesn't quite work like with spears where the pikes have to be really deep in the enemy formation to deal a lot of damage but instead it works on activating the ability when the units are the most dense. Thrust is pretty useful for disengaging as well as it will knock most units down but there is a small delay of when pikes actually start to lift their pikes, so be aware of that. Also with rapid advance if you need to turn around, activating thrust can get most units out so that the pikes don't get routed for as long as possible.


Pyknosis is an ability available to Tiers 8 and 10, giving a lot of damage boost for actually a pretty substantial speed debuff.

Keep in mind that before using pyknosis, the pikes must not take damage for a while.

While commanders that need every point of speed like Leonidas can't benefit much from pyknosis, there are two commanders that truly shine with the ability.

Cynane's rapid advance negates all of the negatives of pyknosis and so it becomes a very powerful combo to face - dealing up to 30k damage a second with Tier 10 pikemen and basically having the ability to win every pike duel, Cynane with pyknosis is no joke.

Alexander's anvil simply allows pikemen to deal more damage to the units that are anvilled. That's it really lol


Repositioning is a pretty controversial ability for the Tier 9 pikemen as it allows pikemen to spin and dance for 10 seconds, basically making them become the pre-nerf pikemen that we all knew and loved. Repositioning is very popular with Leonidas players and for a good reason - they still keep all of their abilities and they would rather trade damage for extra mobility.

Using repositioning as rapid advance is something I would strongly advise against because the 10 second duration passes so quickly that pikemen can only get harmed from it. It is best to use the ability sparingly and when the pikemen really do need to turn to save themselves or just to get back to safety after overextending. In pike duels this ability is useless.

When facing a repositioning pike however, take time when the ability was last activated and simply flank the pikes during the downtime. Another strategy is to simply stand in the back of pikemen as pikemen as it can force them to throw everything away just to respond to such a threat.


Using terrain

This is where pikemen can truly shine - by using terrain to use phalanx to its full potential or simply to protect the unit.

Analyze the maps and see which routes work the best for your pikemen by going through each and every route in the map and seeing what situations you are presented with. It can be pretty overwhelming at first but there are some patterns in the maps to help in the learning process.

Forests and bushes are useful for hiding from a lot of resistance unless it is Thermopylae or Marathon for example.

Cliffs can be used to either scout ahead and to see if any units are close or to easily defend a position. Cliffs can also be used against the enemy as most maps allow pikemen to close off the escape routes (best examples are Alpis Graia, Germania, Rubicon). When near a cliff, some players might use docking as a way to flank the pikemen so be observant and react accordingly when it happens.

Chokepoints are a little overrated for most pike players as they have limited options of escape but it can actually pay off if it means blocking off enemy units from passing through a flank. Hadrian's wall comes to mind as a perfect example of pikemen being able to hold flanks on their own basically because only scorched earth, artillery or a flank attack can consistently deal with a Leonidas pike units in the chokes fast enough.

Open ground allows for more flexible formations and is perfect for setting up mass formations, so avoid going into open ground when facing parties.


Tricks/memes with phalanx


Using knockdowns to your advantage - the charge impact of cavalry or heavy infantry will normally send the pikemen flying. While the pikemen are still technically in combat, the downed pikes are not so activating phalanx then can make the downed pikes get up and start dealing damage deep inside the unit. Best used with pyknosis.


Chase till the infantry units have used their charge -  this sounds pretty odd at first but when the infantry are charging away from the pikes, their models will occasionally get so bunched up that going for a phalanx from the rear can actually make the difference. This is how one can deal 40k+ damage a second with pyknosis + anvil pikes.


Using hitboxes to hit from the side of the phalanx - since the pikes themselves are basically like lightsabers, they don't even need to turn the full 180 degrees to respond to a rear attack. Turning 60 to 80 degrees will start dealing damage even to the units to the rear but keep in mind that while the pikes are able to deal damage, they need to face the units head on if they have to take a charge.


Sandwiching - a classic strategy where pikemen trap a unit/-s down by surrounding them. Hence the name sandwiching. When pikemen aren't able to deal much damage from the front, dealing damage from the rear will give much better results.

This is a pretty simple yet effective way of taking a huge amount of units.


Hotswapping - when the allied units or your pikemen are near their death but they have managed to blob up enemies rather nicely, going through the units to get a lot of enemy kills is a pretty viable strategy. It works really well against defiance, mass Germanicus infantry blobs and barbarian infantry. Sure it can kill a lot of your pikemen but the benefits can far outweigh the loss of like 30-40 pikemen. Besides, they are still effective when not in full strength.


Surfing - is a pathfinding bug that allows pikemen to run while technically in phalanx. This used to be very problematic in Steam version where pikes could outrun light cavalry but now they can be used as a decoy, to pop phalanx in combat as an example. To accomplish this, click on a ledge/cliff, click away and then form phalanx. This also allows pikemen to go through allies while in phalanx, which allows them to clean up enemes when flanking isn't an option. Surfing also refers to a bug that makes pikes run forward instead of forming phalanx, which was the original bug.


Using models that are lagging behind to your advantage - after engaging a unit or simply by going through vegetation, unit cohesion will be lost so the unit becomes very spread out. This can be used to make phalanx more spread out to deal damage to a lot more units than usual or by using the 1-3 pikemen in front to kill squishy units. Use unit highlights to see and track this effect better.


Abusing pathfinding - since phalanx ignores the no-go zones such as cliffs and buildings, it is possible to mush pikemen against the wall and make them spread out and split, covering a ridiculously wide area, spaghettifying the formation. Issuing move orders at the general direction where you want your pikes to be will do the trick. This can be used in certain spots to noclip through buildings and walls, allowing pikemen to snipe units that are behind obstacles. Using the same method pikes can leap off cliffs to do paratrooper flank missions. I wish I was joking about this.


#1 Advice for aspiring pike players

Don't take in too much information or advice from other players as their perspective on the game is different. I tried to make this guide that gives as much information as possible without telling pike players precisely what to do.


Use this as a guideline for your future battles, use your own feel to play pikemen - this can take some battles to get used to them but your own gamesense and intuition is irreplaceable, even with guides like these one can't just become really good with pikes by just reading. Adapt to the meta, improve your phalanx usage and the results will show as you play the game more. Always keep a positive attitude!


Good luck on the battlefield and I wish you a smooth journey in learning pikes.

pls buff pike surfing

HellenicNavy789 #2 Posted 23 January 2018 - 02:23 PM


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holy f*ck good job dude! :D

cabbarow3534 #3 Posted 23 January 2018 - 03:49 PM


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I think You are ready to publish a book about it.

Litt0ri0 #4 Posted 23 January 2018 - 04:32 PM


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Great job mate

Shaun_Rasmussen #5 Posted 23 January 2018 - 04:34 PM

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This guide should help the devs balance pikes.  

ThatPikeGuy #6 Posted 23 January 2018 - 04:49 PM

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Ye it's kinda like a feedback thread as well lol
pls buff pike surfing

DanieliusVas #7 Posted 23 January 2018 - 05:00 PM

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Seriuosly, you changed your post's name in to the bible of pikes.



Edited by DanieliusVas, 30 January 2018 - 02:20 PM.

 "If numbers are what matters, all Greece cannot match a small part of that army; but if courage is what counts, this number is sufficient."


 -Leonidas I 

ChaiDogsLiveLongNProsper #8 Posted 23 January 2018 - 06:53 PM


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did you not mention spaghetti it's the only reason I'm playing pikes QAQ

ThatPikeGuy #9 Posted 23 January 2018 - 07:29 PM

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View PostChaiDogsLiveLongNProsper, on 23 January 2018 - 06:53 PM, said:

did you not mention spaghetti it's the only reason I'm playing pikes QAQ


No, because I would have to mention noclip pikes then.

jk updated post

Edited by ThatPikeGuy, 23 January 2018 - 07:36 PM.

pls buff pike surfing

EvoLozGaming #10 Posted 23 January 2018 - 07:54 PM


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Very well written guide, Enjoyable read :teethhappy:

New gaming video daily - Lots of Total War Arena Content! 



wolfiena #11 Posted 23 January 2018 - 08:33 PM

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Pike manual :amazed:

HELL_SunTzu #12 Posted 23 January 2018 - 10:44 PM


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Fantastic guide, nacaal!

Im_Melliana_I_burn_you #13 Posted 24 January 2018 - 06:13 AM

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tsss where is the cataphracts guide?

Jakerp #14 Posted 24 January 2018 - 08:52 AM

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Otherwise nice quide but there is not mention dogs being good combo with pikes.


Dogs are good combo with pikes as dogs can attack under the pikes  and dogs wont get any ff from pikes.

Dogs also help in pike vs pike duels. If other side is getting attacked same time with dogs and pikes.

On high tier dogs are quite good keeping javelins with shield raise in check.

Boydicca buff with 80% defence and 48% more damage just help pikes to rect other pike in pike vs pike duels. That other pike cant even run if he try dogs tear him apart. :D (unless he is leonidas but buff still helps)

Dogs can also keep other dog players in check that try to kill pikes.

Dogs can also block any flanking attempts of pikes and buy pikes more time to reposition against threat.


Sure missiles are good support for too for pikes but dog handlers can also go fighting alone and dont need constant protection and babysitting what missiles needs and this give more tactical flexibility to react and split up if needed. Missiles on the other hand are (quite often) totally useless if they split up from their protective pike / spear player.

Edited by Jakerp, 24 January 2018 - 08:59 AM.

ThatPikeGuy #15 Posted 24 January 2018 - 01:10 PM

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Dogs used to work amazingly well with pikes when dogs could charge through units, now it's pretty meh. I'd rather have a sword ally next to me than wardogs tbh

Still, imma update the post

pls buff pike surfing

PaiNzzz #16 Posted 24 January 2018 - 06:51 PM

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Very well done!

Now if only you knew ThatSpearGuy... :P

Jakerp #17 Posted 25 January 2018 - 09:31 AM

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View PostThatPikeGuy, on 24 January 2018 - 01:10 PM, said:

Dogs used to work amazingly well with pikes when dogs could charge through units, now it's pretty meh. I'd rather have a sword ally next to me than wardogs tbh

Still, imma update the post


Well, there is bug in dogs currently that makes them weaker than intended witch is fixed when they deploy the next patch. Sure swords are strong unit, but they have weaknesses to one is that swords are not as versatile decapping unit. Also protection against high tier shield raise javelins mens are going to be even more imporant for pikes in the future patch as it removes Leonidas ability to use fight in the shade and pike phalanx at same time. Swords are not able to do anything against raise shield javelins and archers counter them slower than dogs. Also phalanx reposition got nerfed so that wont help either.


dogs can also break vici that prevents pikes use any abilities and counter caesar javelins. Sword infantry never reach caesar cavelins in late tier when vici add even -20% speed debuff.

Edited by Jakerp, 25 January 2018 - 09:36 AM.

ThatPikeGuy #18 Posted 25 January 2018 - 11:33 AM

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Hm I didn't really think of dogs as a way of breaking conks. When I play with swords I usually just fall back when the swords can tank a lot for the pikes. Helps heaps for positioning since enemies are going to be blobbed.

pls buff pike surfing

XIIl_DarkDusT #19 Posted 26 January 2018 - 12:59 AM


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Great guide!

Bronze_Spear #20 Posted 29 January 2018 - 06:02 AM

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Perhaps Ancient_Exiles name should be "The Real Pike Guy"???

Blood Drinker IV- 1,000,000 kills achievement

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