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-   -   Guide: (Very) Basic Battle Tactics (http://forum.shrapnelgames.com/showthread.php?t=42211)

Raiel February 6th, 2009 09:12 PM

(Very) Basic Battle Tactics
 
Basic Battle Tactics

This post is intended to be a compilation of strategies and ideas that new players will find helpful when setting up armies. The focus is on matching up mundane forces against independents, as is common in the first few turns (or more) of most games.

Very few, if any, of these ideas are "original". Most have been gleaned from posts by the very generous and insightful veterans of this forum. I am NOT taking credit for these ideas, merely trying to string them all together and put them in one place for new players to reference. To the vets that have contributed the strategies: Thank you and please accept my apologies for not naming each of you!


..............


Abbreviations:

HaA-C = Hold and Attack Closest
HaA-R = Hold and Attack Rear
HaA-A = Hold and Attack Archers
A-C = Attack Closest
A-R = Attack Rear
A-A = Attack Archers
F-C = Fire Closest
GC = Gaurd Commander

SBT = Stay Behind Troops


..............


Setting up a basic Army consists of four major decisions:

* Group Composition
"What type of unit will fill this group?"
Consider carefully the points made by OmikronWarrior in post #7 of this thread when choosing which units to recruit.

* Group Size
Not just "How many units are in a group?", but also "How many squares, or portions of a single square, does this group fill?"

* Group Placement
"Where will this group start in relation to the rest of my army?"

* Group Orders
"What do I want this group to do?"


Different combinations will yield groups designed for different roles:

Line Holders are generally large groups (five squares or more) of good protection and/or good defense units. The higher the hit points and morale of the units in this group, the longer they will hold against the enemy. They will normally be placed "Front and Center" or behind Decoys. HaA-C, F-C, and A-C may all be legitimate orders for Line Holders. (But note that any Fire order will risk group cohesion; each unit will choose its own unit target in the target group.)

Attack Squads are small groups (five squares or less) of melee-damage dealers. Attack squads should be placed in a line that will allow them to envelope the main force of the enemy with orders to: HaA-C, F-C, or A-C. Because of their small size, these groups will not "bunch up" against the enemy if they are properly deployed.

Flankers are either small or medium groups of units placed off-center of the main forces with orders to A-R, A-A, HaA-R or HaA-A.

Decoys are small groups meant to hold the attention of enemy groups in an effort to minimize damage received or maximize damage dealt to the enemy by controlling their movement on the battlefield. Place these groups so they will be closer to all of the enemy forces than the rest of your army. Orders should be HaA-C for stationary Decoys. Non-stationary Decoy groups should be given orders of GC and be capable of moving at least as fast as the enemies chasing them.

Archer Decoys should have shields, if possible, and have 5 or more units in the group. If they do not have shields, consider using a single (size 2) unit and moving your whole force further back; at long range it's square will be missed by most archers and the few accurate shots will still have a 66% chance of missing (since only 2 out of 6 'spaces' in the square are occupied). Give this group orders to HaA-C or GC if the commander has adequate defense against incoming arrows (armor/shield or Air Shield). Place them so they will be closer to all of the enemy forces than the rest of your army. Archer decoys should be given a wide berth by the rest of your forces, both in initial placement and on the path to Guard their Commander, so stray shots don't inflict damage to other groups. Finally, morale may be more important than a shield, as an Archer Decoy that routes becomes a major liability.

Pin Cushions are groups of cheap, easily replaced units with the sole purpose of taking damage that would otherwise be dealt to (much) more valuable units. Size and placement may vary greatly in response to the anticipated enemy forces.

Archers shoot. Really. Just throwin' that out there.


..............


Battle Plans:

Archer Pull

Place your commander in the middle and very back of the field with orders: Holdx5-SBT. Place an Archer Decoy with GC orders in the middle of the field, just a little forward of center. Place Line Holders or Attack Squads on one side and to the rear of the Archer Decoy. Place Flankers far to the other side and to the rear of the Archer Decoy; give one flank orders to A-C or HaA-C while giving the other flank orders to A-A or HaA-A.

Bait-And-Switch (Against Light Infantry)

Mimic the Archer Pull in every way but one: Rather than Flankers, use javelin-equipped Attack Squads or Line Holders, and set every group but the decoy to F-C. Enemy javelins will never be thrown, but yours will...

Left (Or Right) Draw

Pick a side you want to draw the enemy toward. Place your commander on the chosen "draw" side at the very back with orders: Holdx5-SBT. Place a (fast) Decoy toward the front-middle with GC orders. Place a Line Holder in the center with HaA-C or in the middle back area with F-C. Place Flankers or Attack Squads opposite of the chosen "draw" side, about half-way forward from the middle. Note that this plan usually breaks up the enemy's formation and spreads them out in a bit of a line, leaving them less vulnerable to missile fire. Thus, orders of F-C to any non-archer units are often less than optimal.

Gauntlet

Place your commander in the middle and very back of the field with orders: Holdx5-SBT. Place a Decoy with GC orders in the middle of the field, very close to (or at) the front. Place Line Holders with HaA-C orders behind and on both sides of the Decoy, leaving enough room for the entire enemy force to (hopefully) pass between them. Archers may be used instead of Line Holders, but if the Decoy breaks or somehow loses the attention of the enemy the results will be... unpleasant.

Wait-For-It

The purpose of this plan is to give your units the first melee attack; it can take much practice to use successfully on different independent enemy types. Estimate how far the defenders will have advanced in 3 turns (a little more than half-way across your side of the field for Heavy Calvary), and place your line holders just out of reach with orders to HaA-C. Place Attack Squads with HaA-C to the left and right of your Line Holders to help envelope the enemy. If the enemy has Archers, place Flankers with orders to HaA-A on the far side(s) of the field.

Sacrifice

A plan based on the concept that a pyrrhic victory is better than no victory at all. Use a Wait-For-It or Draw setup with the addition of a Pin Cushion group in the path of the enemy. Especially useful against any units using a variety of lance, as lances get a one-time bonus to their first attack that can often kill even the most expensive unit. Don't forget to take into account the auto-route (75% HP loss) rule.

..............


Closing Thoughts:

The plans above, if applied against the correct unit types and deployed carefully, will usually win with minimal casualties against similar numbers and quality of independent units. But something should be mentioned about the DRN (Dominions Random Number)... it is the Great Demon Murphy dice-incarnate. When (not if) your high-morale Archer Decoy routes it will probably leave you in a nasty situation. I warned you.

Archers have their place in any of the above plans. Just be sure to keep them out of the path of your decoys and they make excellent force multipliers (unless your own units lack shields).

These strategies need serious tweaking when used on the defensive; you take the first turn, which may change placement and what units get selected as targets by the enemy forces.

Finally, the lack of plans to use against Elephants is glaring, but I've never found a mundane, available-to-all plan that reliably countered them with less than 20% losses. They make me angry.

Good luck!

Akela February 6th, 2009 09:50 PM

Re: (Very) Basic Battle Tactics
 
Awesome! A great place to start, thank you!

ano February 6th, 2009 10:38 PM

Re: (Very) Basic Battle Tactics
 
Very nice guide and many bright thoughts indeed. Thanks a lot, Raiel.
I knew most of these tricks and some others as well, of course, but, frankly speaking, I spent about two hours today planning and testing a hard turn-2 battle with indies with much inferior force. And it was a few hours before now when I found out (my friend said what I never knew) how to make enemy light infantry never throw javelins. If I didn't find a solution, I would probably think of remaking my turn now, after reading your guide.
Thanks! Nice job indeed!

ano February 6th, 2009 10:47 PM

Re: (Very) Basic Battle Tactics
 
One more thing:
You don't always need scripting your decoy to GC. HaA-C will work perfectly if you want your weak commander alive and just need to draw enemy to one side. Flankers set to A-A or A-R will crush archers and commanders once infantry goes to kill your decoy.
As for elephants, tactics you called "Wait-For-It" is very important here. Independent elephants may be predicted while against good human opponent you usually need something more than good lineup. With elephants (as well as hydras) tactics of killing commander with flankers often works well.

Lingchih February 7th, 2009 02:40 AM

Re: (Very) Basic Battle Tactics
 
I hardly ever have a problem with my elephants (though I do have problems sometimes with others elephants). I put them off to the flank, surrounding my H2 caster. Set them on hold and attack, while the H2 casts sermons of courage on them. Then, they attack rear. A holding force keeps the enemy busy in the center while this is done. Most of the time, the elephants actually get all the way to the rear commanders, or at least the archers, and wreak havoc.

The sermon of courage gets their morale up to 12 (or higher, if they are experienced). That is usually good enough.

Panpiper February 7th, 2009 04:08 AM

Re: (Very) Basic Battle Tactics
 
Sorry if I am missing the extremely obvious here, but you are using the abbreviation for a unit command 'GC' frequently, but you have not defined what it means. Nor do I have a clue (which I should be used to by now).

OmikronWarrior February 7th, 2009 05:13 AM

Re: (Very) Basic Battle Tactics
 
I've considered writing a 3,000 word article (meaning big, the exact number is unimportant) just on how to fight battles before mages are factored in. But I tend not to have the time and ultimately I doubt people would get a lot out of it as mages and SC's are so ubiquitous.

I might as well give out some of the pointers.

When choosing which troops to recruit:

1) Margins matter. The difference of +2 defense might not matter for a thug, but it can make a noticeable difference when the guys upfront are exchanging blows. Now, if there exists an across the board advantage (attack, strength, hp, etc.), then you are cooking with gas.

2) Zero Protection units die way to easily to be useful, no matter what the hp and defense stats. A protection of at least 10 is highly recommended unless the unit has correspondingly better HP. E.G. 20 HP for a protection of 7 and rising exponentially from there.

3) Attack values less than 10 are trouble, as a successful defense check completely nullifies damage. Be sure to actually click the attack skill as the figure shown does not take into account weapon modifiers or dual weilding penalties.

4) Units with two attacks are twice as nice, provided the attacks do not violate point 3.

5) Strategic movement of 2 is very important, except on some custom maps with a lot of forests and mountains where the extra movement is lost anyways.

6) Paying extra for the better unit is usually worth the investment as Dom3 combat tends to favor quality over quantity. The obvious exception is if the unit is expected to die quickly to enemy evocations. Then, by all means place some cheap decoys.

7) Size, for meelee smaller is better. When up against AoE spells or other types of attacks, bigger is better.

Other Advice:

1) The engine has trouble handling archer/melee combo units such as LA Man's troops or javelin throwers. Set the unit to attack, and none will use their range weapon even if they are not in a position to meelee attack. Hold and Attack is similar, only they might use range weapons while holding if the enemy is in range. If you want a squad to do both, you really need to give it no orders. Alternatively, set them to just shoot closest. When a squad moves close enough, those on the front will move forward to engage in meelee.

2) Typical archers are near useless against high parry and high protection troops.

PS, these aren't corrections Raiel, just my own observations piggy backing on your thread.

ano February 7th, 2009 06:21 AM

Re: (Very) Basic Battle Tactics
 
Lingchih
The question was not how to fight with elephants. It was how to fight against them using regular troops.

Taqwus February 7th, 2009 06:24 AM

Re: (Very) Basic Battle Tactics
 
Quote:

Originally Posted by Panpiper (Post 672863)
Sorry if I am missing the extremely obvious here, but you are using the abbreviation for a unit command 'GC' frequently, but you have not defined what it means. Nor do I have a clue (which I should be used to by now).

GC = Guard Commander.

Taqwus February 7th, 2009 06:31 AM

Re: (Very) Basic Battle Tactics
 
I'll also note that ultra-cheap low-prot units like militia or R'lyeh's freespawn cultists can be useful as lance absorbers; the heavy cavalry's initial charge can be quite threatening to even well-protected (and generally more expensive) troops.

Other things to pay attention to --

- If you have in mind particular spells, check their ranges...
- Damaging auras. Friendly fire isn't.
- Flyers essentially teleport, unless there's a storm going on, and some can even fly during storms.

Panpiper February 7th, 2009 06:33 AM

Re: (Very) Basic Battle Tactics
 
Quote:

Originally Posted by Taqwus (Post 672878)
GC = Guard Commander.

Doh! Yep, missing the obvious. Thanks for the clue.

vfb February 7th, 2009 07:28 AM

Re: (Very) Basic Battle Tactics
 
Quote:

Originally Posted by Taqwus (Post 672881)
I'll also note that ultra-cheap low-prot units like militia or R'lyeh's freespawn cultists can be useful as lance absorbers; the heavy cavalry's initial charge can be quite threatening to even well-protected (and generally more expensive) troops.

Other things to pay attention to --

- If you have in mind particular spells, check their ranges...
- Damaging auras. Friendly fire isn't.
- Flyers essentially teleport, unless there's a storm going on, and some can even fly during storms.

Chaff is not just for lances, of course. It will suck up a few volleys of all kinds of damage, from lances to crossbow fire to shadow blasts. And because it's so weak and vulnerable, mages like to target it. When you get larger and larger army groups, it's sometimes much easier to stick a line of chaff in the front than try to use shielded archer decoys with tricky battle orders.

ano February 7th, 2009 09:02 AM

Re: (Very) Basic Battle Tactics
 
It's easier but much more costly. Tactics mentioned above are not for those who just want to win at any cost, they're mostly for those who want to win with minimal causalities.

vfb February 7th, 2009 09:24 AM

Re: (Very) Basic Battle Tactics
 
It's not much more costly if you are using freespawn or very cheap units, if doing so eats (for example) a shadow blast that would otherwise have caused significant casualties to a group of expensive units.

ano February 7th, 2009 09:48 AM

Re: (Very) Basic Battle Tactics
 
No doubt that it is worth the cost in case of deflecting shadow blasts or other area spells. But, in my opinion, counting chaff as "easily expendable" is a mistake. No troop is expendable unless it eats a lot of upkeep.
For example, maenads are decent troops that cost no upkeep and thus are (and that is not obvious!) more valuable than, say, satyrs or regular infantry. If you plan to have losses, upkeep cost is a serious factor to take into account when thinking what to use as a arrow\spell decoy.
Also, later in the game with many buffs in serious battles initial quality of troops means much less than in the beginning, and if you managed to keep enough "worthless free chaff" alive, it will help you much.

Raiel February 7th, 2009 10:15 AM

Re: (Very) Basic Battle Tactics
 
@ano: You're most welcome! Giving new ideas to any regulars was not something I had counted on... hoped for, but not counted on. :D As for HaA-C rather than GC orders on Archer decoys: You're absolutely correct, but it's my habit to use a commander with a shield and by the time arrows would be raining down around him, the archers are usually on my side of the field and sorrounded by my forces. I assumed that everyone would use shielded commanders... :doh:

@Panpiper: That's my :doh:. Thought I got all the abbreviations. Thanks for pointing that out and I'll fix the omission.

@OmikronWarrior: Exceptionally salient points; I'd just copy and paste your post into the original post if I didn't hate needless duplication of data. I'll definitely refer readers to your post, though.

@Taqwus: The point of lance absorbing is well taken (a great use for Markata). I'll throw in a final thought about taking on heavy calvary that includes this. Thanks!

Which brings me to why I'm posting this before I make any changes... How many times can I edit the Original Post?

ano February 7th, 2009 10:28 AM

Re: (Very) Basic Battle Tactics
 
Quote:

How many times can I edit the Original Post?
You're not limited in it.
Quote:

I assumed that everyone would use shielded commanders...
The problem here is that early on you don't want to recruit commanders in your capital because you need mages, priests and whoever else. Later, when you can recruit indy shielded commanders, you should of course use them. Frankly speaking I always knew about GC trick but rarely used it because two decoys with HaA-C orders worked quite fine. Probably, I'll start using it more because it may be efficient indeed.

p.s. I rarely say a guide is excellent. This one is, imho. And it can be developed:)

Endoperez February 7th, 2009 10:39 AM

Re: (Very) Basic Battle Tactics
 
Quote:

Originally Posted by Raiel (Post 672913)
Which brings me to why I'm posting this before I make any changes... How many times can I edit the Original Post?

No limit.

For posts that aren't the first in a thread, there are no editing limits. Without it, guides, mod threads and similar would be pretty much impossible.

Non-first posts close after a certain time, about 20 minutes I think.


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