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Re: Using assassins for expansion
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Some nations have a commander that can seduce - Arcocephale, Pangaiea, and Lanka come to mind. These kind of commanders can give your race a valuable entry into magic paths you might not otherwise be able to find; can save you money, and can gain you items that you might otherwise not be able to afford. I *love* CBM games with garrisons - because it is not unusual that when your seduction works - you gain a commander that has 30 gems and various magic items. Early game - those 30 gems are huge. And for example against blood druids you can do it 5 times. If you get lucky - this means you can cast GoH as fast as you can research it! Additionally, as dragar noted, prophetizing an assassin is fairly synergistic. The assassin gets improved hp, attack/def. Which increases his ability to assassinate. Plus he is now a stealthy prophet. Finally, sending an assassin can break the script for a well crafted province, even if it loses. This works especially well for a skelly spamming assassin. The assassin may kill blood slaves, or the mage may cast gems reducing the defenses. And, depending on your luck, there are times when just killing one commander may have large implications. For example if you are ermor/ctis - and you get lucky and assassinate the only priest in a garrison you have probably just saved *quite* a few undead. No need to assassinate the remainder. |
Re: Using assassins for expansion
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Re: Using assassins for expansion
I'd say be save and just use a group of 3 assasins and a scout. 3x assassinate then take it with the scout and keep moving :D Having said that I think it'll be slower than regular expansion since it takes more turns. Also loosing an assasin can be more expensive than just loosing 1-2 troops each province.
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