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Re: Nations - MA, CBM 1.6, max lvl 6 magic, NI, Assimilation mod - Running
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Re: Nations - MA, CBM 1.6, max lvl 6 magic, NI, Assimilation mod - Running
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Re: Nations - MA, CBM 1.6, max lvl 6 magic, NI, Assimilation mod - Running
Ouch!
So slingers are good at sieging a castle but bad at storming it. Especially if the opponent has earthquake and arrow fend. But I wonder why my supporting cavalry came late to the battle. I expected them to move from friendly province to friendly province and thus take part in the battle. Or did they arrive in time but did not take part? Then there should be an order like "move and storm" as it is with "move and patrol". |
Re: Nations - MA, CBM 1.6, max lvl 6 magic, NI, Assimilation mod - Running
I`ve got a game question for you guys.
I had a small raiding party attack Ulm. Did okay and routed his army. As my guy was rushing up to get the last of the army, he routed and of course died since he had nowhere to go. What the heck would cause that? I thought after a route, that was pretty much it, you won the battle. Can both armies route in the same battle? |
Re: Nations - MA, CBM 1.6, max lvl 6 magic, NI, Assimilation mod - Running
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Re: Nations - MA, CBM 1.6, max lvl 6 magic, NI, Assimilation mod - Running
Ahhh, it was a very long turn, so that is probably what happened.
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Re: Nations - MA, CBM 1.6, max lvl 6 magic, NI, Assimilation mod - Running
And Arco was again the place to be, except for trolls.
Those Glamorous guys are starting to make me nervous. I just wondered, if there are some quiet places in our world. Backyard Ulm and Eriu perhaps. Of Pans country I know that it has been ploughed through and drenched in blood from near to far. My own provinces suffered disease after disease. I fear we leave a quite desolate place to the God to be. And that with 3 nature loving nations.... |
Re: Nations - MA, CBM 1.6, max lvl 6 magic, NI, Assimilation mod - Running
Truth be known, it was not a good time if you were a troll or undead. :)
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Re: Nations - MA, CBM 1.6, max lvl 6 magic, NI, Assimilation mod - Running
Sounds like I missed a good fight. :( I don't know what I was thinking not leaving a scout on Arco's cap.
However Olm, I'm not sure just how nervous you are given how my forts are beginning to fall at an alarming pace. ;) I of course wasn't going to say anything, but what you're doing now was exactly the approach to take to my piling troops into a handful of forts. Since I don't have enough troops to make all of them impervious to siege you can keep switching around to target the weak ones. Even if the walls aren't breached the first turn, I'll still have trouble getting reinforcements there. |
Re: Nations - MA, CBM 1.6, max lvl 6 magic, NI, Assimilation mod - Running
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My playstyle is rather defensive and the diseases (your charms and the stream in Retha) discouraged me. I still don't like to leave that large force behind me, but I see no other way to achieve something. And remember, its essentially my first MP game, so perhaps I need a little bit longer to figure things out. Your Bane Venom Charms are very effective, they diseased lots and lots of my mages. I would even go as far as to call them overpowered for the price especially thinking what a strong death nation can do with them. But on the other hand my bards are probably equally effective, if I look at your income. And the everywhere-build wardens also give you hell. MA Man is described as a rather weak nation in the tactics guides. I cannot agree with that. |
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