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Recovering from raids
Say you're in the middle of a major early war and you're getting raided in provinces you didn't even know you owned. Now, you've managed to counterattack and force the enemy forces from your borders. The downside is that unrest is through the roof in most of your provinces and if you send units to patrol, they won't be attacking your enemy. Conversely, your economy's on the floor and you won't be able to maintain a war machine without it.
This seems to be a recurring problem in my MP games. Are there any good ways to deal with this besides the mediocre one listed above? |
Re: Recovering from raids
The best defense is a good offense. Raid his provinces and put taxes thru the roof. Solves your immediate income troubles and tank your enemies economy as well.
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At the point that you're describing the damage is already done so there's not too much you can do once you've already got unrest jacked up all over the place. Offense is a good option, but really what you want to do is stop the raiders. This can be easier said than done, but if your opponent is in a position to raid aggressively indefinitely it's going to make winning the war a very difficult prospect. Ambush his raiders, research anti-raiding spells (remote attack, teleportation, etc), send mages out to support your PD, and make it uneconomical for the raiding to continue on a large scale. The flip side, of course, is to raid him even more than his is doing to you. To a fairly significant degree managing raiding and counter-raiding is what wins most wars.
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Re: Recovering from raids
And if you take the province back the turn after it's captured the unrest can't be spiked since pillage orders won't process and the tax rate will reset, so it should only take a turn or so of 0 taxes to get it back to 0 unrest.
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Re: Recovering from raids
Is it worth it to pillage a province you've raided with units that don't have the Pillage Bonus? How much more pillaging does a unit with the bonus do than one without?
The manual mentions fast and large units, and those with Fear (and the Pillage Bonus, of course), as being particularly effective at pillaging. Are there any other stats that affect the effectiveness of pillaging? |
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The primary weakness of Niefleheim *is* raiding Cammorak.
I mean, they have to have *some* disadvantage. |
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Thugging is not Neifel's weakness. Raiding is their weakness. Stopping raids. IOW, they have really lousy PD.
(And Frozen Heart doesn't need Penetration. It's not MR-resistable.) |
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Well, Skratti can't teleport, aren't stealthy (without ditching gear in wolf form), so you have to send them out to wait for raiders, you can't respond effectively.
Since they have to be out waiting they can be Mind Hunted. Your PD is useless, so if you've spread Skratti out, they can be hit by teams designed to kill them. Actually Neifel Jarls are probably better for anti-raider duty, since they can cloud trapeze. |
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And niefel desperately needs any research they can get, so they will not spread skrattis around "just in case". Few key provinces could easily be defended, especially ones being bloodhunted or so, but with the size niefel tends to grow to, it's not easy or usually even possible to get a geared skratti werewolf into every prov.
And the werewolf form has mm3 too, at least in CBM. |
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yes mind hunts can be a *****, but they are for many nations, nothing unique to Niefelheim... but Niefelheim has the Gygjas as well, and while not as useful as Skrattis they do have 52.5% to have S1 on them, less for S2 and even S3 very very rarely, so if you know there is an Astral power in the neighborhood, you might wanna get a few more Gygjas than usual. so yes, obviously a very strong raiding blitz would be problematic to deal with, but that would go for anybody not just Niefelheim. I'm trying to say that Niefelheim isn't that more susceptible to raiders than other nations, and PD never really stops good thugs anyway... |
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Expanding on the last comment:
Certainly skrattis can be equipped for anti-raiding duty. And they are generrally pretty good at it. But the fact remains that niefle's PD is porous, and subject to easy raiding. Niefle makes the same numbers of commanders as other nations - which can be split among raid(antiraid), research, gem hunting, and forging, etc. Equipping thugs (forging equipment) and then sending them out on anti raid - are thugs that aren't being used to invade ME. And mages that aren't being used to research, or blood hunt. And I'd much raither fight niefle on 'his' territory - than on mine. IE., niefles armies are absolutely brutal - whether jarls, or popsicles. Dealing with one or two skrattis is a lot easier than dealing with 10 popsicles.. or 3-4 jarls. |
Re: Recovering from raids
As I point out in my Niefel guide, lining up crystal coins is a huge win for Niefel, so much so it's worth considering at pretender creation. With crystal coins + caps you've got plenty of S3 Gygja which rather negates most of the concerns listed here. Mindhunts are suddenly not an option against you, and it's not all that high a bar to line up a dozen teleporting anti-raiders.
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Yeah, I wouldn't even consider Mind-Hunting Neifel, unless I saw that he'd spread out unsupported Skratti into most of his provinces. Especially if they were in Wolf form for thug duty.
And Skratti moving out of forts are good for counter attacking to provinces back, but not for blocking the raids in the first place or for intercepting the raiders. Gygja and Neifel Jarls are the tools for intercepting. I agree that PD never stops good thugs anyway, but giant PD doesn't stop lousy thugs, or even cheaper things. It lowers the opportunity cost of raiding, because you can do it so cheaply. Especially since PD is often left low because it's not worth investing in. |
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Isn't the best solution to raiding counter raiding? Preferebly cheaper than the raider is doing it?
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Well I do not have much xp in pvp mod of dominions...but what I learned form computers show to me the best way of deff for short time (after that u have to push an counterattack)... When some one att u,make a solid deff in provinces (pull an line) 2-3 months from your borders,build some hard forts if possible (mountain) in provinces with no fort rais a lot of province def army (u know the thing that goes to 125) and rais or gather army with minimal 2xp in it...when enamy comes to the line start torture him with magic and then pull an counterattack (u can even wait untill he lose a lot of army on your deff line and then strike) That works for me,almost every time...:D How to recover...Have no good idea,I usually put low taxes for 3 months in taken provinces,and build tempels and prists that preach,that helps a lot...and then i strike again... PS Sorry for bad english,I hope u could understand me... |
Re: Recovering from raids
Quite frankly, I was in a pretty poor position to be hit. I had gone light on mages in an effort for quick expansion and was caught with my pants down about one or two turns before I was going to consolidate my army.
So I think Neifel has fine counter-raiding potential with teleporting thugs and comparatively low opportunity-cost thug item construction. Making a smooth transition is critical to the success of this though, which is something I failed to do well. It actually seems like luck scales are a reasonable boon for raided nations as well. Though they're all different scenarios, my limited game experience sees me responding much better when random events supplement my crippled income or provide extra gems/items for counters. Though counter raiding is great, the danger is that you still have an enemy stomping around in your territory, so you have to develop your counter-raiding force and still create an answer. I had a little success with indy archer supplementation, but I'm not sure if it's worth the price either. |
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While you are raising your great army and PD 125, you lose most of your provinces to raids. Or you've already won if you have such free resources and aren't get countered. :p PD is helpful, of course - but it soon becomes cheaper to use your money for something more productive. And big army is precisely what is being prevented by many small raids. |
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He means having the teleport spell go off. The teleport spell has a 50% chance of resolving before mind hunt due to the way Dom3 handles orders.
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Yes, I mean if I'm expecting a mindhunt and have a S3 mage I can teleport him in, giving a 50% chance to feeblemind anybody who targets that tempting low MR skratti who otherwise looks like a perfect target. Do that once or twice and you probably won't have to anymore as the mindhunts will likely stop. Most people can't afford to risk their rare and expensive S4 mages on iffy mindhunt targets.
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Of just teleport two guys - one with low ID and another one with high. This will provide nearly 100% chance of feebleminding the mindhunter and is easily performed by any nation that gets at least steady S2 from recruitable mages.
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Frankly speaking, all this id-oriented stuff is one of the things that make me strongly feel how the game is poorly implemented inside.
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It's a nice simple way of making things appear to be random in almost any case where it makes any difference. And most of the cases where it is abusable the cost of doing so is higher than it's worth.
But yes, it's a hack. Clever, but not really a good way to solve the problem. And back on the issue at hand, teleporting S mages in to counter potential Mind Hunts works until your enemy realizes that's what you're doing and teleports/flies in anti-SC thugs to take out the original target and anti-mindhunters. Counter and counter-counter. And going farther back in the original discussion, one of the reasons I like Jotunheim over the other 2: sneaking S1 Vaetti hags along with the Skratti thugs. No need for boosters to teleport. No need to expose the mind hunt counters to attack. |
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Which is a potential counter for that and works well for the blood hunters, but not so well for raiders or against other attacks.
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Why not? First defensive round, spells go off. Bye bye.
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And in Kokitos these guys/gals are quite often scripted to cast Returning as a second/third spell. Learned this the hard way... :hurt: Of course, this is among the counter-counters which could be countered themselves. But teleporting Gygjas should take in account this risk... |
Re: Recovering from raids
I am amused by the level of counters and counter-counters that will be employed to kill or protect a single Skratti thug.
I mean, obviously you're going to back up every thug with teleporting Astral mages to block Mind Hunt and multiple (teleporting? If not how do they get there on demand?) Blood mages with enough slaves to send any anti-SC thugs to kokytos. I thought the point was to make thugs cheap and disposable. Sure, Blood-hunting provinces may be worth protecting and they'll have Skratti available for Claws anyway, but the original context here was using Skratti for anti-raiding duty. Now we're talking 1000gp in mages + ?? gems to stop raiding parties. Spread out like that and you're already losing. |
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well, you're actually using the Skrattis to blood hunt, so they're not just there doing nothing... all you need is some anti thug items in your lab to deploy when needed... and the teleporting Gygjas is only if you're constantly mind hunted, which won't happen very often and most nations can't do it in the first place...
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Wait, are you using Skratti to blood hunt all your provinces? Doesn't that do a number on your income?
And if you've got Skratti in every province hunting and ready to counter raids, there's no need or point in teleporting Gygjas in, just have them there blood hunting too. Teleporting in to block Mind hunts only makes sense when you're talking about sending Skratti out as raiders/counter raiders. |
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