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Units seldom used.
Just curious if you fellers know a trick or two about some units I never find any use for. Since there's no such thing as a redundant option I was hoping you might save them from a "moddy" end. If you can not then perhaps you can make a suggestion on how to improve the units? Feel free to add your own comments about units you don't use.
Abyssia - Humanbreds and Salamanders. The former is simply a lite Version of the basic troops and the latter is way expensive for it's punch. They're sole saving grace is a two point move but what's the point of being speedy if you can't actually beat anything you catch up with? Arcosephale - Slingers and Light Cavalery. Slingers are waste of gold, which explains why they make out your PD. Even with spellsupport shortbow archers beat the snot out of them. Light Cavalery is expensive, fragile and inaccurate. Even if they get around the infantery they can not take down the commanders. Atlantis - Spearmen. Sure they are cheap but I rather buy 5 reefwarriors over 10 spearmen. The former might Last the battle atleast. Caelum Return of the Raptors - Raptor and Ravenguard have so far failed to prove why I should ever buy these units instead of the basic troops. Even when modding I could not come up with a balanced idea to "save" them. C'Tis - Militia, Falchioneers, Slave and Elite Warriors. Militia suffers from the ordinary quantity does not beat quality problem. Falchioneers die far too fast and kill far too little, much like the Slave and Elite Warriors. The other C'Tis troops are remarkably more useful than these. Ermor - Preatorian Guard. I get a highfatigue unit with an automatic affliction. The fact that it's got high morale (if it doesn't start with Battlefright) doesn't do much for this oldtimer. Jotunheim - Jotun Huskarls and Hurlers. 1 point better morale verus 3 points lower protection. If I'm short on gold and resources I'll go for javelintossers (who got the range of a bow). Hurlers do a lot of damage yes? But the range is so short they are usually enter melee before throwing boulders and if they do those highdamage stones knocks down your own troops at an alarming rate. Again I go for Javelineers. Or the coolest unit ever created, the Mooseriders. Machaka - Milita and Spider Riders. Spider Riders are not worth the price of 5 regular archers nor do they have anything like the staying power of a Spider Knight. When do you build these? Man - Militia and Slingers. Marignon - You get three units with increasingly longer weapons. I can see the use of only one of them. What am I missing here? Pangea - When do you build Revelers? I never found their use. Summons - Soulless, when you can get longdeads that actually hit something? Corpse Construct, you get a really expensive Soulless for those precious airgems. Iron Pigs, well they're cute and all but a size three trampler isn't really worth the magic. |
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Praetorian Guard (Broken Empire): Only tested for ten turns, but afflictions were generated on only 25% of those recruited. They were worth the cost, especially with strategic move two and their high protection / defense. Someone else may have more accurate data on actual affliction rate over a longer period.
Aikamun |
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Jotuns are expensive, both in gold/resources, and in supply. You get by far more bang for the buck with spearmen (or spear-armed huskarls if you're tight on resources) than hurlers. You can only afford to have so many Jotuns so you need to make each one count as much as possible. Hurlers behind the front lines aren't nearly as effective as spearmen *on* the line. Hurlers cost the same amount of gold as spearmen (while only half the resources) but their 10 protection (vs. 18 for the spearmen) and pathetic 5 defense means that you'll waste all that gold very quickly if the hurlers ever get in melee. They are simply a bad investment.
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Slingers are good patrolers.
Not a very redeeming use, I know... but at least they serve some purpose. |
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All nations : unprotected/badly protected light Inf (Cardaces, Satyrs, ...). Except as arrow catchers :eek ...
All nations : Lt Cav. Too expensive for its -limited- usefulness (even for patrolling) Arco : "Heavy" Cav, not that heavy, no lance and expensive... Pythium : Velites. Get something better, it's only marginally more expensive. Hastati : why get them when you can have Principes for 3 gold more ? |
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I think it's a testimony to the raw niftiness of Dominions II that anytime somebody thinks something is useless, somebody else disagrees with their own reasons for what they use them for.
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Seems I finally managed to create a somewhat interesting topic. http://forum.shrapnelgames.com/images/icons/icon7.gif Thanks for all the comments so far.
Good to hear that C'Tis Falchioneer and Elite Warrior got their uses. If a bit more specialised one then I hoped for. C'Tis is my favorite nation after Atlantis. Trouble is that I get a lot more power for my gold by simply going for heavy infantery and a morale boosting priest than using these two units. Can you give me some tips for proper deployment since the problem I have is that they die far faster then I can accept. Elite warriors can be kept on hold and attack rearmost to make a flanking manouver I guess. I must have really bad luck with Jotun Hurlers. I would never imagine these guys Lasting one combat turn against heavy cavalery. They either get swarmed, since they walk so close to melee range, or they toss their boulders into the backs of their fellow giants (nothing new but these missiles are way too dangerous to allow friendly fire). Thanks for the revelation that Preatorian Guards don't always come with an affliction. I must have been unlucky the first few times I checked them and assumed they always came crippled. I'm sorry Fahdiz but I don't agree. Spider Riders are too lightly armored to Last very long. They are essentially basic Machaka archers with the bonus of turning into Giant Spiders when they die (though archer deployment means they will rarely reach their foes before the battle is decided). In theory good but since I can not replace the archer I get a Giant Spider, whose a melee fighter. It's not that the unit doesn't have its use. It's the fact that the Spider Knight unit renders it obsolete in my eyes. I'm glad you found Revelers useful. Trouble is that when I group them with Satyrs myself what happens is that the nonrevelers rout leaving the berserkers alone to be slaughtered. But then again that means the enemy is distracted long enough for the other satyrs to make good their escape. |
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Corpse constructs are useless, IMO, though I've never used one (except in the combat sim). Regeneration and/or triple HP would be interesting, but right now, they're similar to Soulless Giants, except not free. Quote:
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I've found some success with Iron Pigs when casting berserk on them. Trampling units are really useful when your forces are all bunched together against your enemies bunched together forces - they spread everything out so that more of your guys can get in there and attack.
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Berserking Iron Pigs eh? Wonder why I never thought about mixing in a nature mage? I never summoned them with anyone except Ulm which created the effect that a lot of squeeling iron anger got routed right back into my own forces.
Your modding ideas are welcome Saber Cherry. Too tell you the truth I already altered all the units I've complained about here but it's good to see alternate ideas so I can minimize the "cheating". I prefer to run my games unaltered of course. http://forum.shrapnelgames.com/images/icons/icon12.gif By the way, what are your thoughts about the Villian unit? Stealthy is good I know but I never use them if I don't happen to build a fortress on that site. [ March 10, 2004, 20:58: Message edited by: Wauthan ] |
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While we're on the subject of Pangaea, do you (or anyone else) feel like Minotaurs ought to get a slightly better attack skill? I know that they can trample, but if they come up against anything larger than an ant they start looking like the "strikeout kings". |
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I agree about the minotaurs Fahdiz. I can't understand why they got the same scores as militia. Removing their trampling ability and raising their attack and defence was the first mod I did in this game. Gave them gore as well to reflect all those evenings in D&D when my characters found himself dangling from a minotaur horn. http://forum.shrapnelgames.com/images/icons/icon10.gif I like them a lot better this way but then again I know others are big fans of trampling units.
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Great thread. Sorry I didnt get in on it sooner since one of my favorite things to do is to explore "useless" elements of the game. There are 2 areas which continually please me about this game.
One is the fact that any "this is a game-killer tactic" gets explored (usually by the formula and testing-types). It usually gets downgraded to "useful in certain situations or playing styles" or in some rare cases gets nerfed by the Dev team. The other is that any "why would anyone use this" gets explored (usually the crazy short-attention-span hacker types). It usually gets upgraded to "useful in certain situations or playing styles" or in some rare cases gets boosted by the Dev team. [ March 10, 2004, 21:18: Message edited by: Gandalf Parker ] |
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[ March 10, 2004, 21:46: Message edited by: Wauthan ] |
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C'tis Militia: Extremely good fodder, comes in great amounts
Falchioneers: Extremely good fodder killers, good against Ermor. Slave Warriors just suck, don't use them. Elite Warriors cost 1 more gold and a few more resources for +6 more armor. What I don't know is why you would use Serpents and Snake Dancer things. Serpents are replaced by fantacism-casting priests and snake dancers die too easily. No bless effect would make them worth it even if they are resistant to poison. Slingers + Dancers don't do crap. The dancers die and then the slingers are open for attack. |
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But then again, that's the good thing about easy modding, I guess, to be able to change what one does not agree with. Anyway, very useful and entertaining thread. [ March 10, 2004, 22:00: Message edited by: Tricon ] |
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And for Snake Dancers, I dunno...I'd think with a high water blessing they'd be pretty nice. Darn cheap, too. |
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To me, 1 priest is worth more than 7 snakes 7 snakes x 40 gold = 280 gold = 1 priest 7 snakes will die easily. The priest can preach well, build temples, lead 75 units, cast fantasism, become a prophet with smite... it's so much more worth it. But I only use my 120 gold lvl 3 priest for preaching, temple building, and banishing. [ March 10, 2004, 22:12: Message edited by: Argitoth ] |
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I'm just giving you a hard time. I haven't really played much C'tis...although I did notice a sudden jump in the lifespan of my Serpent Dancers when I took a water blessing. [ March 10, 2004, 22:15: Message edited by: fahdiz ] |
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There only weakness is to archery fire. Snakes are expensive, but nice to sprinkle in w/ ordinary troops if you're pursuing a bless strategy. |
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I'd dare to say that there are few balance problems with individual units. Any of the nation specific "elite" unites have their uses, even if some of them are very situational and/or require additional support and/or appropriate blessings.
My biggest gripe is that in most (if not all) cases, wherever there is a "light" and a "heavy" unit of comparable quality and availability, it is better to build the heavier unit, period. This is largely due to the fact that the difference in cost between the light unit and its heavy counterpart is ressources, not gold, and it is the gold that ultimately matters. This is more of a general problem than a problem with specific units. Why build velites when you can build principes or alae legionaires, why build cardaces, why build unarmored satyrs, etc ... |
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I've never seen any need to recruit horse brothers. They move fast, but only 8 precision?
Black acolytes for Iron Faith Ulm don't seem to be particularly useful. They're cheap, but that's the only thing going for them. It would be nice if they were stealthy, like some other low level priests. |
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Horse Brothers can be good for Fire&Flee tactics making a gauntlet. A small army of them can harrass a larger army keeping it from making its moves.
Usually when people make comparisons between hvy and lite armored units, then say the lite units are worthless.. its because they are using the lite units exactly the same way they use the hvy units. In that case it only becomes a comparison of things like cost and armor rating. I think there are times when hvy units would be a waste. Patrols, flanking, covering many provinces on the map instead of having an army in every province, and fatigue? |
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Horse Brothers are great for patrols. Faster speed of untit = better patroling. I usually build a small army of 24 and use it as a running patrol army to knock down unrest and as Gandulf stated - When a large army invades just use it to harass the enemy (use up gems etc...) until you large army arrives.
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This tends to match the pattern I've seen playing other games: Most of the time, heavier is better, unless you're skilled enough to understand exactly when, why, and how, to use light units. |
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Hey what a great thread. Wauthan, you are excellent; I wanted to ask very similar questions, but yours are more precise. I'd also like to add 2 or three to the list.
- Pertaining to the question on Humanbreds: Does anybody *ever* play "Blood of Humans" on Abysia, and if so -- why? With all other "special themes" of the other nations, there are either new and different neato troops or certain drawbacks and new advantages. But what is the deal with BoH? I find it the only theme to be somewhat flavorless, and I see no new goodies in it except more ... humanbreds and less ... demonbreds. But why would I want that? - People have already pointed out that Humanbreds make ok bodyguards; I'd just like to say "yes", and name the reason: they dont radiate heat, which will otherwise kill your Druids and other recruited commanders, as well as your non-fire-proof pretender, should you have one. - Salamanders can be ok for clearing out weako indies with lots and lots of militia or soulless or something else. Unfortunately, they still die nicely to a stray arrow, and their moral is nothing to shout about. And they are not particularly useful against human opponents. And their upkeep makes me cry. If only their upkeep were reduced, I would make them. If they were sacred, say, for +X (15?) gold, would that be a cool mod? Or otherwise keep as is and make them -X (-20?) gold? - villians: if anyone made a mod which made villians interesting, I would be grateful. Conceivably they would have to be re-nerfed for Black Forest however? - I would like to use spider riders, but never have, because I also cant see their raison d'etre. - I also havent figured out how to use Einheres and Skinshifters well, but that's just me. - Horsemen (Spring and Autumn), I started a thread on these guys a while back, but also didnt receive any responses hinting at their great potential. 8 Precision for 30 gold and otherwise light cav stats. |
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i know the black priest gets a bonus when preaching...maybe the black acolyte gets one as well?
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Hey great. Helpful info here.
Wauthan, can you make your Sacred Salamander mod available to the public? And if you happened to have tons of time on your hand and/or I asked really nicely: could you make one where it is sacred but slightly more expensive (say: +10)? |
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Skinshifters are a favorite of mine, actually. I like playing Midgard, so I enjoy getting them for 20 gold instead of 25...because you can mass them, you can very quickly have two large squads of werewolves (!) flanking and dealing with light cav or the sides of large PD forces while your Einheres barrel straight on through. |
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I've been busy trying out the advice and comments found in this thread.
I've changed my mind about C'Tis Elite Warriors and Falchioneers. These two units work great as a flanking force, as well as complementing each other well. Slave Warriors still seem to be redundant so far. I've decided to swap them for some kind of expensive dinosaur unit, if I ever find some sprites I can use. One of them Triceratops (sp?) might be a good fit for a C'Tis Version of an elephant unit? Sacred Abyssian Salamanders worked out very well compared to decreasing their cost (AI produced too many) or upping the HP (became way too dangerous). This way they are frail, costly but potentially very dangerous units because of their area attack. Blessing also increases their morale keeping them in formation longer. I tried out a number of ideas with the Villian unit, whose problem is not that it is a lacking archer but that its produced at a cost of permanent 5 unrest. Since they are also part of a the Ulm theme "Black Forest" I found that upping stats was a bad idea. I finally decided to give them a pillage bonus (5) which worked really well. A sneaky pillaging unit seems very thematic with it's description. It's not possible with the current modtools however (I gave a barbarian unit the Villians stats and tried it out that way) so it's a future mod. Horsebrothers are interesting flanking units since they are so immensly speedy. I only used them as archers when they would simply have been killed if they entered melee. The new "hold and attack" order works in their favor. That said I very rarely use them since summoned flying units tend to work even better. A slight increase in precision might reflect their intended mastery of mounted warfare perhaps? Einheres are the only heavy infantery I know were you actually want to meet archers. A whopping +5 in prot, str and att as well as never routing. They even use two weapons to maximise the damage output. These are the only units who I accompany with massed slingers since stray bullets only makes them go berserk, which renders them nigh immune to damage from any additional friendly fire. Skinshifters are a flanking force, good for hunting down routing units, and are light on resources (they are bit of a Einhere lite really). Let's you build them everywhere and in great numbers if needs to be. Spider Riders and Horsemen suffer from nearly the same problem. If there were some kind of Fire and Avoid order to make these units close in on melee units but keep out of actual melee range I would use them in hordes. That said there are some good advice on their use below. [ March 11, 2004, 12:29: Message edited by: Wauthan ] |
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[Not an argument for using them especially against Ermor, but I played a single game as Iron Faith some time ago, and I seem to remember that I found excellent work for the Black Acolytes. It may have helped that I went with a Wizard Tower to allow me to build a lot of fortresses for better national recruitment] |
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