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Need help with Man strategy
Hello all. I've signed up for an MP game with Man and I've never played them before (in fact, I've only played Dom2 a few times at all). So I'm looking for a basic strategy and/or general pointers for playing Man and also advice for a decent pretender build.
I've read the Man guide on the freewebs site and it's been helpful but I'd like more opinions. TIA |
Re: Need help with Man strategy
The longbows are great. If you play standard man, warden with level 9 air blessing for air shield are great if you combine those two
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Re: Need help with Man strategy
Air 9 Air Shield gives 70% protection from what? Damage?
TIA |
Re: Need help with Man strategy
Missiles. All arrows, sling bullets etc have 70% of just not hitting anything when they usually would have. Couple that with a high-prot shielded unit, like the marignon knights, and a huge horde of your own crossbowmen, you can have a horde where a few of the knights stop the enemy and the crossbowmen do the damage on point blank (that is, place them right behind the knights very close to the frontline. This way, they very rarely miss, and dont daamge your own units.
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Re: Need help with Man strategy
Wardens and those green guys make a fairly powerful sneak-army. Add a sneak priest. And a bard for magic.
You will notice in the standard Man theme that the magic and the gem income almost screams for using "Call of the Wild" and "Call of the Wind". So you move your army to a decent province, use CotW to air-drop troops on top of the province to soften it up, then have the army hit it. I could go alot deeper into the use of sneak armies with Man but if you arent the type to play in that mode then it wouldnt do much good. Let me know if you want more tips in that area. The other notes here are good but let me add something on slingers. They are cheap, make decent patrollers, and in large numbers can often cause rout. Ive seen many a nasty combat god, super-combatant troop, or just big thing like elephants or hydras run away when a large army of slingers have fired at them. I guess it doesnt have to hurt much to be scarey. |
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It seems to me that the only use for them is as patrollers since they are the cheapest unit, both in gold and resources, that man can recruit. |
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But my impression is that against things like elephants, 20 longbows just didnt have the same effect as 30 slingers. I dont mean in damage total but the enemy seemed to rout more often. Of like most things in the game its not an absolute but it is a good "plus" to figure in. Ive found that a unit with a "fear" ability or spell does very well when backed up by slingers. Im known for experimenting with the "worthless" parts (pretenders, castles, units, spells, nations) of the game and Ive found that most of them have SOMETHING they can be used for. |
Re: Need help with Man strategy
I think what Gandalf is observing is the employment of tactics designed to take advantage of the game's routing mechanism. As far as winning a battle, it's more efficient to try to force a rout than to attempt to outright destroy the bulk of the enemy. 20 archers may do more damage to a target unit than 30 slingers, but the 30 slingers can inflict more morale checks, thereby playing on the odds that sooner or later the unit's morale will break if you force enough morale checks. Especially since the unit's morale goes down the more hits it takes, even if the hits are otherwise ignorable scratches. Those scratches have a greater impact for routing purposes than they do for the unit's health.
It's not the death of a thousand cuts that should worry you, it's the fear of a thousand cuts. [img]/threads/images/Graemlins/Dagger.gif[/img] |
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And EXCELLENT final line. Very Sun Tzu |
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You should see me when I'm Machiavellian. Or perhaps not. [img]/threads/images/Graemlins/icon02.gif[/img] |
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Re: Need help with Man strategy
Gandalf, yes, I do like using stealth tactics and fully intend to do so in the upcoming game so please share your knowledge! In fact, I've decided to use the Tuatha theme to take advantage of the Glamour of those Sidhe infantry units which, I'm told, makes them even stealthier.
My plan thus far (for early game at least) is get Wind Guide and Flaming Arrow ASAP and use a combination of the Sidhe infantry with Longbows as the bulk of my armies, along with a Bard and Sidhe Champion for leadership support. I'll also send some raiding parties deep into enemy territory to disrupt things a bit. Thanks for the info. |
Re: Need help with Man strategy
Forester cheap sneak --- great patroller
monk cheap sneak --- can preach while hidden in enemy territory and can lead 10 bard cheap sneak --- can instill uprisings in enemy territory and can lead 10 have you chosen a pretender yet? Scales? Man/Sidhe is a good choice for blessings. sidhe champion sneak mage&priest --- can lead 50 cu sidhe sneak fast sacred doaine sidhe sneak sacred Do we see a pattern yet? I cant believe how many people play this race without using the sneaks. This just wasnt created for "my army meets your army" type of play. Its made for "bring your army. my army is already past yours and headed to your inlands" "Call of the Wild" can be used to take nearby provinces that appear weakly protected. Or bolster your troops in the field by casting it on yop of you. They can be good flankers set to attack archers. The wolves can be assigned to other commanders and the werewolf leader left there set to "summon allies" creating more of them every turn. Or you can use them as yet another sneak army wandering around. "Call of the Wind" is easier for you to use but they dont sneak. They can fly so they have some range for jumping around the map. The birds can be assigned to a local commander and the leader reused. As a delivery for equip, gems, slaves. Or give them an Amulet of Vengeance with orders to attack rearmost |
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By being spread wide on the map in hidden armies when other major players weakened themselves on each other I have been in position to suddenly move into first position but Im not aggressive enough to have made the best use of such luck |
Re: Need help with Man strategy
Yeah, the Longbowmen rock. I'd also encourage you to use the "Song of Rejuvenation" or whatever it's called frequently--your lower-level spellcasters can restore Fatigue from your higher-level guys. Think of them as the "Energizer bunnies" of spellcasting!!
For myself, I sure do love the "Swarm" spell, but there's no need to grab for it until the early middle-game. Alteration in general isn't bad for Nature mages. I've only played Man a couple times, but I enjoyed them. Bards are also very handy ways to make your enemy concentrate Unrest-reducing armies one province further away from your borders than he might otherwise. Once an army is clustered there to police, it's often easier to move it towards some other enemy, although that depends a lot on the layout of the map... |
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I've been going with Dominion 6, Luck+1 and Magic+2 for Tuatha theme and Heat +1. SHould I go with Luck+2 instead of Magic+2? I like have "good" events but the extra Research seems helpful since I have to rely mostly on Bards w/Research 3 until I find a Library. Which pretender build do you like? |
Re: Need help with Man strategy
Ok, I've done some more testing and I'm starting to like the standard Man. I'm going with Air9 pretender for the auto Air Shield 70% on my Wardens so I can stick em right in the middle of the bad guys and not worry about my Longbows tearing them up.
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Try to find a druid province. Those sneaking archers make a great addition to a warden force. March everything forward until you are too banged up to go further, then let the warden group continue forward (on sneak) watching for opportunity |
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