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-   -   Killing Indi Commanders (http://forum.shrapnelgames.com/showthread.php?t=47906)

Immaculate October 19th, 2011 10:35 PM

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?

Squirrelloid October 19th, 2011 10:44 PM

Re: Killing Indi Commanders
 
Quote:

Originally Posted by Immaculate (Post 786392)
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?

If you kill *all* the indie commanders, then yes, they will just run away. They are not PD and do not spawn a commander each battle.

Knai October 19th, 2011 10:56 PM

Re: Killing Indi Commanders
 
Quote:

Originally Posted by Squirrelloid (Post 786394)
Quote:

Originally Posted by Immaculate (Post 786392)
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?

If you kill *all* the indie commanders, then yes, they will just run away. They are not PD and do not spawn a commander each battle.

Nations with decent assassins can actually use this to their advantage, though the vast majority of the time it isn't worth it. Plus, its not uncommon for nations with assassins to also have some ridiculously powerful troops. Abysia and its starting armies, for instance.

brxbrx October 22nd, 2011 11:54 PM

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.

Foodstamp October 23rd, 2011 12:32 AM

Re: Killing Indi Commanders
 
Quote:

Originally Posted by brxbrx (Post 786649)
once actual commanders run out, he'll start targeting generic indie commanders that don't technically exist.

That's incorrect. Once all the indie commanders are killed, he will get a message that says "So and So could not find any suitable targets". It works the same way for seduction and lure as well.

brxbrx October 23rd, 2011 01:10 AM

Re: Killing Indi Commanders
 
Quote:

Originally Posted by Foodstamp (Post 786652)
Quote:

Originally Posted by brxbrx (Post 786649)
once actual commanders run out, he'll start targeting generic indie commanders that don't technically exist.

That's incorrect. Once all the indie commanders are killed, he will get a message that says "So and So could not find any suitable targets". It works the same way for seduction and lure as well.

Really? Are you sure? Because I've spent many a season trying to clear a province of indie commanders

LDiCesare October 23rd, 2011 03:03 AM

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.

Fantomen October 23rd, 2011 06:17 AM

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.

Corinthian October 23rd, 2011 08:47 AM

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.

LDiCesare October 23rd, 2011 01:01 PM

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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