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Two armies attacking the same province
When two of your armies move into the same province, do they combine forces to attack, or do you do two attacks, one after the other?
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Re: Two armies attacking the same province
If both armies are from the attacking side they combine. If one is from the defending side, and the other from the attacking side, the defender's armies combine. If both armies and the defender are all from different nations, one army will attack the defender, then the other army will attack whoever is left from the results of that battle. It is therefore an obvious advantage to go last but there is no way to control (or, really, even predict) which nation will go in which order.
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One or even both might get killed before that, or some commanders might die of more or less natural causes leaving their troops without orders, etc etc. Also, if the enemy moves against one of your forces, if his army moves before yours, there will be two fights: enemy army against one of your armies, and your army against the defenders of the province the enemy army has already left. If you press 'y' when you have selected a province several of your armies are moving into, you can give orders and select the placement of all the forces moving there. It's currently slightly bugged in that you can't change the orders of units already in the selected province (like stealthy forces). |
Re: Two armies attacking the same province
Yes, there are some things that can prevent movement of one of the armies by removing the commander. Assassinations, random events, remote summons, "ritual artillery," horror attacks, transportation spells, HP loss from disease/etc, and weird spells like winged monkeys all go before army movement, and there is a separate battle phase to resolve anything that happens from this sort of thing. If one of these should remove a commander either by death or magical relocation, all the troops he is leading will be transferred to the province garrison and will not carry out whatever marching orders you gave them that turn. This can be a major disaster.
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Re: Two armies attacking the same province
You missed my favoritest reason of all. In nations with stealth a third of your army will not fight because it moved in stealth mode by error. Of course it is the H Inf.
Here is a good one. You just captured a castle so when you move in a defending army it does not defend but hides inside while your 8 mages take on the enemy to their deaths. Of course when you are giving move orders to 20 commanders you will miss someone in the confusion. Usualy longbow or H Inf. No it does not always work even when it should. |
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Re: Two armies attacking the same province
Live and learn.
Of course it usualy is my errors that do me in. Thanks. |
Re: Two armies attacking the same province
Even when you know about tricks like "move and patrol" it's easy to forget them in the heat of the moment. A couple of changes that would really reduce the chance of a game being destroyed by a simple mistake after hours or days of play:
1) Units moving as a stack move together. If one can't make it, none do. It's a real waste to have to inspect the entire stack's orders after issuing a 2-province move or sea crossing, and that kind of auditing isn't my idea of fun even when I remember. 2) Likewise units in a group should only sneak if the entire group sneaks. This is particularly acute with nations that have lots of sneakies. It's painfully easy once you mix in a few independents to have only half your army show up and get crushed. (Handy tip: stick a non-sneaky troop under every commander. You need to watch for them dying though!) 3) Move and patrol should be default for castles (and maybe everything). Newbies shouldn't have to lose a game or two before realizing that racing your army to defend your castled province doesn't do a lick of good unless you countermand the order to defend the province with a special "defend the province" order which isn't called "defend". [img]/threads/images/Graemlins/Cold.gif[/img] Oh yeah, and see #1 to make sure everybody gets there. |
Re: Two armies attacking the same province
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lose 2 turns of troop recruitment (one turn will be wiped by the invader, one turn you won't control the provicne) lose 1 turn of commander recruitment lose 1 turn of province income Allow your opponent 1 turn of province income (2 if he cranks the tax) lose all your PD lose one turn of army activity lose the backing of your PD during the battle risk tax or pillage damage to your province lose travel through the province - and castles tend to be in important locations lose the ability to reinforce your sieged army, while he can bring up reinforcements and have them join in the siege. The only benefit is one more turn of summoning/forging. The only time you'd be better off breaking is if you're facing an army so strong that all your nearby armies, backed by your PD, will lose to his army, but you *can* beat him next turn with what you magic up in that castle the next turn. That's a pretty unusual situation. Unless you're holding back gems (generally a bad idea) I don't see how that's going to happen. |
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Re: Two armies attacking the same province
It's page 80, and there's a mention of:
Army rout Once an army hsa taken 75% casualties in a battle, it will automatically rout. I haven't noticed it being anywhere near the severity of DomII routing problems. In fact, I don't think I've ever actually noticed this taking effect. |
Re: Two armies attacking the same province
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Graeme Dice said: Quote:
Luck _still_ doesn't do nearly enough. |
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Thanks for the clarification. http://forum.shrapnelgames.com/images/smilies/happy.gif |
Re: Two armies attacking the same province
Luck does plenty for me. If I don't take any luck/misfortuse, even aided by order 3, I get a crapload of brigands, fires, and earthquakes. Also random monster attacks, of course. I get a ton of good events with luck 3, (though some of them are flaggelants and militia) though it's mostly 120 points of protection money.
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Re: Two armies attacking the same province
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I have no idea if this is an effective strategy, but for the who-needs-a-pretender-anyway-strategy (where I usually choose a fountain, imprisoned) and go for max dominion, disorder3,magic3,prod3,grow3,heat0... I very rarely see any misfornate events, except along the border until my pretender breaks free. Lots of gold=>lots of temples=>more dominion push. And more priests to push it quicker too. |
Re: Two armies attacking the same province
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(This is of course my non-scientific analysis, as opposed to a mathematical analysis based on the published effects of luck/misfortune. http://forum.shrapnelgames.com/images/smilies/wink.gif ) |
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