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Killing Indi Commanders
If i attack an independent province and kill the commanders before being driven off, can i attack again the next turn with like a scout or something and win the province? I mean, will they all just run away?
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Re: Killing Indi Commanders
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Re: Killing Indi Commanders
Yeah, with assassins, it's tough because indie provinces usually have several commanders, you never know exactly how many, and your assassin will always find a target: once actual commanders run out, he'll start targeting generic indie commanders that don't technically exist.
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Re: Killing Indi Commanders
I agree with FoodStamp. Once all indy commanders are killed, the assassin stays idle and kills nobody, which means it's time for him to single-handedly rout the 440 heavy infantries and archers staying there alone.
Still very very inefficient. |
Re: Killing Indi Commanders
I've used assassins to compliment expansion a few times. To maximize the time effectiveness you need a couple scouts, first attack and retreat so you can check how many commanders you need to kill, and then to take the province the same turn you kill the last commander. If you're a blood nation you can give the assassin some blood slaves, used as chaff in the assassination battles.
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Re: Killing Indi Commanders
Expanding with assassins can actually work. But you need to memorize how many commanders a specific indy type have.
The best ones to attack this way is the Woodsmen indies. (Not the dark vine once. Oh God no.) Because they only ever have one commander. Normal Tribe indies are also fine because they always have two commanders. Never use this tactic against generic indies because they can have a random number of commanders. And they often have as many as 4 of them. This could be an excellent use of an abyssian Slayer prophet btw. |
Re: Killing Indi Commanders
Expanding with assassins works, but it usually means you recruit assassins instead of mages, and it's quite slow.
So it's actually useful if: -your assassins are mages (e.g. LA Abyssia) -you are broke and can't afford a mage this turn but can buy an assassin -you start with an assassin -you got a free fort where you can't build mages yet but can build assassins -you found the site that allows you to recruit assassins. I suppose the assassin mercenary may also be worth buying in order to do this. Anyone can see other cases where it would be efficient? |
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