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Uses of Indie Soldiers?
Asides from the sage, which is the best unit for researching magic in the game, what other Indies are of any use?
I've heard mention of indies several others times as a mean for some nations to expand during the early game, however, Its remained a mystery how you go about doing it, and why. First of why use indies to expand, almost always your own troops are better, higher moral, attack, defense etc. and you can build your troops faster because of the fortress located in the provinence. Secondly, how do you build the indies in sufficient quantities to make them of any use? There aren't any fortifications so production can be very slow 2 or 3 units per turn. |
Re: Uses of Indie Soldiers?
Most of them are useful, though not to everyone, and not always. Some of them offer some things that some nations don't have. Some are good because they are cheap or require few resources so they can be hurriedly hired and sent to absorb fireballs etc. Many of them are good enough that they're useful because of where they are, or because you don't have the gold or resources to only build your favorite units. Some of them are very good and useful to almost anyone.
If you want to build a lot of a particular one, build a fort with a good administration value at their location (then conquer all adjacent provinces if you want even more). PvK |
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Well, I am a self admitted noob but I think most of them are not particularly useful, except in rare circumstances (like needing an arrow catcher, *any* arrow catcher).
There are definitely more than sages, though. I almost always use indie scouts in the early game since I can only produce one commander per turn in my fort. Longbows and xbows are useful for most nations. Some others I only use with a few limited nations (for example, with BF Ulm, I use the cav commanders that have better leadership than my nationals http://forum.shrapnelgames.com/images/icons/icon7.gif ). Pretty much all standard indie infantry (I am not talking about special site indies like mages) is pretty useless, imo (possibly excepting the 10/10 LI with the javelins). Yes, if you find yourself without an arrow catcher or you want emergency PD recruiting, they are...well, I can't bring myself to actually say 'useful' but they are a lesser evil http://forum.shrapnelgames.com/images/icons/icon7.gif Just one noob's opinion ! - Kel |
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Amazons of various types can be quite useful, as can Druids, Lizard Shaman (well, kinda), Knights, and a number of others. They sometimes offer something you don't have (like a different form of magic or the strength/speed combo of a knight) or can be important reinforcements for armies too far from other sources to be bolstered with national troops.
The various Wizards, Illusionists, Witches, and so forth add a lot of variety to what you can field. Don't overlook them!!! |
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Raptors might be useful, at least until storms are around -- they're cheap in both gold and resources IIRC and provide a slightly useful raiding force.
Amazons and druids provide magic which might not be readily found on national mages. The Hidden Kingdom of Elludia and the Grey Tower are two magical sites to take a gander at. http://forum.shrapnelgames.com/images/icons/icon12.gif Shamblers let you go underwater, and Tritons let you defend your new holdings more easily. |
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Ah, lizard shamans. They make decent communicants for nations without a cheaper one -- not Pythium or R'lyeh (well, Star Children can't be recruited inland, IIRC so even R'lyeh might find them useful).
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I'd forgotten about the indie Raptors! I don't seem to see them that often, but I'm a happy camper when I do!
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And don't forget moose riders http://forum.shrapnelgames.com/images/icons/icon12.gif . Seriously, in early to mid game a nice stealthy army can to wonders for your game.
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Trying not to repeat what has already been said:
- Cavalry is nice if you are playing any nation without horsies. - Heavy Infantry is nice if you are playing a low-armor nation (Mictlan comes to mind) - Water nations will like just about any landlubber units when fighting on land - Land nations will like underwater units if wanting to take over and keep some water provinces - The ice cream vendors are nice if you are playing Abysia or Machaka. |
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How much does indy units affect your fortification strategy?
I'm playing around with my R'yleh strategies in an SP game... in this game I have a couple of coastal land provinces that border my capital that can produce knights... is it worth building a 40 admin fortess on the knight province that will suck resources from my capital (that I really don't use anyway), as opposed to moving to a more "strategic" province? In general, how do you balance indie units vs. strategy vs. resources available in selecting where to put a castle? |
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Playing as R'leyh, I don't find knights to be all that useful. Given a choice of spending gold on them versus buying more illithids, I choose illithids. For frontline grunt troops I prefer summons (sea trolls are my favorite, and vine ogres are always handy) or shamblers. For wetwork, hordes of cheap tritons are useful.
Being a magically strong -- and aquatic -- nation whose best units cannot be recruited on land, R'leyh doesn't benefit as much from a fortification-indies strategy as other nations do. The squiddies have more (and typically better) options open to them. IMO. |
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However, Shamblers and Lobos and Illithids are all magic troops... as are all the summons from the void gate. And while all R'yleh commanders can lead magic troops(except the scout I guess)... there is a relatively small upper limit per commander... hybrids and slaves are ok to fill in the gaps... but you have to balance between mind numbing squidies, stomping shambler thralls, and cheapie mindless arrow catching lobos... but I'm currently exploring whether indie troops might provide more "bang for the buck" in the normal troop department. My current battle strategy doesn't seem to dovetail very well with cavalry's fast movement... but they intriuge me because of the possibilities of flanking... which is impossible with any R'yleh unit, except a Vastness... but you might not even ever get one of those, and there are far better uses for that badboy than pseudo-cavalry. |
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The shamblers I was referring to are the *indy* shamblers (non-magical) ...
EDIT: vine ogres are not considered magical troops, which is why I think they are so handy. EDIT 2: as the squiddies, I tend to not bother much with "flanking". I just put up a wall of tough grunts to fend off the enemy and let the squids in my rear area have at the foe with mind bLasts and spells like enslave. Charon is more or less doing in his AAR what I do myself in my SP squid games. [ March 17, 2004, 18:52: Message edited by: Arryn ] |
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Variety is often useful to have. If your enemies are working on a solution to your Ry'leh troops, then it will be harder for them to also have to deal with knights.
Back to independents in general... just because a troop might be slightly inferior to something else available, doesn't make it useless. PvK |
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Knights might be a rather useful addition to Rl'yeh, actually. The Illithids tend to have the most problem from enemy missile Users, I find, since enemy infantry tends to get mind-bLasted trying to cross the battlefield and enemy cavalry are easily stopped by a wall o' lobos. Knights can flank the enemy when coming from the side with Attack Rear orders and strike against the enemy spellcasters and archers, thus helping to deal with that potential menace.
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Re: Uses of Indie Soldiers?
I use summoned flyers of various types to attack archers. IMO, R'leyh's gold is best spent on buying illithids. You can never have too many. http://forum.shrapnelgames.com/images/icons/icon12.gif
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Arryn was right to point to the Indie Shamblers... since they seem like a decent way to go for the non-magic unit replacement for the virtually worthless slaves... high gold low resource... perfect for R'yleh. And they actually move slightly faster than Thralls do (11 vs. 10), so they could be mixed together to deal with that measley 11 morale they get... and act sorta-kinda like a flanking unit. Vine Ogres, I'm not sure about... they can't be summoned underwater, and can only be summoned one at a time... and nature magic isn't exactly R'yleh strong suit. |
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EDIT: PS - Knights cannot be bought underwater either, nor can most indies. The ogres are a suggestion for a tough, cheap unit that DOES NOT EAT, and is not a magic troop. EDIT 2: Given that illithids are giant-sized, and expensive, you need to develop some nature strength anyway so that you can make supply-boost items (feed 'em) and also cast Gift of Health (keep 'em alive) ... [ March 17, 2004, 22:04: Message edited by: Arryn ] |
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Isn't it a staff of the ivy king? Could be wrong. I just remember that an ivy crown combined with the staff gave like 3 vine ogre's at a time (for 1 gem a pretty good deal)
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Wait, it's the treelords staff. +one ogre or vineman (+2 nature magic , too of course).
[ March 17, 2004, 22:10: Message edited by: Tricon ] |
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Can you give an Ivy King a Treelord's staff, and abuse THAT? I haven't had the opportunity to play around with Vine Creatures much. None of the nations I've played so far were really strong in Nature magic.
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One of the cheapest damage absorbing walls available in combat. Even the Vine Men do well at this - Vine Ogre's just happen to be three times better at the same price, assuming you have the magic skills. Of course, with Ermor, you really won't begin summoning them in great numbers until such time as you can pull in the great nature magic summoners to do the job for you, as Dusk Elders and Spectators have better things to do, but it can still prove an unsuspected (by the opposition) bonus. http://forum.shrapnelgames.com/images/icons/icon7.gif [ March 17, 2004, 22:59: Message edited by: Peter Ebbesen ] |
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Many Indie units are quite useful :
* Amazons are great * Shamans are very useful : you can use them for Communions with non Astral nations - just have to build some Matrixes * Scouts ! * Longbowmen and Crossbowmen are better missile troops than most the "national" ones * Even Hvy Inf (the 15-prot type) can be used by "non heavy" nations that have no "cheap" high-prot units (Mictlan, or Jotun that have very hvy troops, but only giants) |
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EDIT: PS - Knights cannot be bought underwater either, nor can most indies. The ogres are a suggestion for a tough, cheap unit that DOES NOT EAT, and is not a magic troop. EDIT 2: Given that illithids are giant-sized, and expensive, you need to develop some nature strength anyway so that you can make supply-boost items (feed 'em) and also cast Gift of Health (keep 'em alive) ... </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">I certainly work towards 5 nature with the squidies for Gift of Health... but it's relatively slow going. It's gonna take two empowerments plus a couple items (Thistle Mace + Moovine Bracelet?) to get there with a Starspawn who has a random in Nature. To deftly tie that back into independent units topic... Druids(2N) or Jade Sorceresses(2N + 2?) could help a great deal in that regard... I'm looking more for semi-quick ways... convievably cavalry could be brought in if your first above water fort is cleverly placed. I have yet to make a pretender for R'yleh with any skill in nature... a Monlith would be a natural fit for that since he has a point in nature and astral already, but he's stuck underwater... at least early... and he doesn't have head or hands slots anyway (so only 1 vine ogre a turn). Same deal for the Void Lurker, but he's even worse since he's immobile and aquatic.... So what are you left with that can be a nature pretender for R'yleh at a reasonable price (I really like good scales)? Arch Mage? He's aquatic... but at least has a bunch of slots... Hmmm... |
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[ March 18, 2004, 01:50: Message edited by: Norfleet ] |
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I'm starting to play around with a Ghost King, who handles additional paths with relative ease (relative to other R'yleh pretenders anyway)... I'm diggin' him. I was able to make him with 0 points to spare - which always gives me a warm fuzzy feeling. |
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And yeah, I agree: The Ghost King is THE R'lyeh pretender of choice. He's stealthy, he's ethereal, he has zero encumberance....well, he lacks the flight and immortality options of the VQ, but he's also only a 90-point chassis. On the other hand, his paths are cheaper, which is handy for a nation that lacks as many loose points as Ermor. Not quite as potent in early expansion as the Vampire Queen, but you make up for it with the very handy Star Children assassins. |
Re: Uses of Indie Soldiers?
I would think that one would pick the void lord if you want an early game SC with R'Lyeh. A ghost king doesn't have the hitpoints to be really effective.
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Besides, 125 points for the Void Lord chassis is robbery. That's more than a Vampire Queen, and Vampire Queens are far more nifty. |
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EDIT: personally, it's not a good idea to read more into a post than what's actually said. It leads to ... complications. [ March 18, 2004, 10:23: Message edited by: Arryn ] |
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GK is an obvious good pretender choice whatever the nation in fact, it combines good durability, can pack a goos punch, has easy access to paths, plus he's stealthy *and* ethereal, and not that expensive. Who can ask for more ? http://forum.shrapnelgames.com/images/icons/icon6.gif
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Luck +3 is much more important to take if you have to take a high Turmoil scale. If you're going to have more random events, you might as well make a lot of them good. http://forum.shrapnelgames.com/images/icons/icon7.gif
I agree with Arryn - Magic +3 is a better choice for your situation all around. [ March 18, 2004, 20:17: Message edited by: fahdiz ] |
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And please take your turn, we're all waiting for you. [ March 18, 2004, 20:26: Message edited by: Norfleet ] |
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Yeah, sorry about the R'lyeh spelling thing. http://forum.shrapnelgames.com/images/icons/icon10.gif
And all this confusion related to my intentions... Here is what I'm testing right now: R'lyeh Pretender: Ghost King Magic: Astral 5 Death 3 Nature 4 Scales: Order +3 Sloth -3 Luck +3 Dominion: 6 Fortress: Kelp Fortress (0 point economy model) Currently, I miss the Magic +2/+3 I have been using for them... I have been using Star Children more and more as assasins vs. Indies (as Norfleet mentioned) instead of as researchers... so I'm not sure how much that combo will retard my research. I wasn't going to use the GK as an SC in the early goings... just as mind burning artillery support, then as a searcher. But maybe I'll eplore that option. He certainly has a nice "cause fear" effect... I figured he'd be a decent SC in the late game with good items, though... But mainy I was concerned with summonings in the semi-early stages, to keep land expansion from stalling while someone slubs back underwater to pick up some more meat shields... |
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