Following based on several play-throughs using Portuguese and Arab forces. No cavalry, just camelry. I set up each game to be a slugfest in order to maximize repetitions through the rules. I didn’t use concealment, and line-of-sight was not an issue. Here are a few observations…
1) Shot is ineffective: Best at short range, but can be charged after firing at short range, and have a low melee strength. Have to shoot and then fall back behind melee effective units in order to reload.
2) Crossbows are semi-effective: High to hit number, but at least do not have to spend an action to reload because they use archaic weapons. Again, a low melee number, so vulnerable if melee effective units can get in close.
3) Because of 1) and 2), when opposing Europeans, get into melee as soon as possible, hopefully with a +2 charge bonus.
4) Use your native auxiliaries in rough terrain: No negative effects for movement or combat. They are particularly effective at flank attacks on pursuing units.
5) The CRT (which I like) creates situations where units are “stuck” in melee: Disengaging risks pursuit,with pursuers able to use their charge bonus.
6) Camels are ineffective against anything but horse: They’re “exotic”, and have a significant DRM for that, which is added to a charge bonus. However, their melee against foot is a lowly “2”.
Here’s what happens when you don’t aggressively charge crossbows, and allow them to skirmish, supported by native troops that can hover in rough terrain. No Arab troops? That’s right, they’ve been wiped out, and a camel unit has to now hold the left flank.
I’ll keep working with different combinations of unit types over the next few weeks.