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Old December 18th, 2003, 07:16 PM
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Gandalf Parker Gandalf Parker is offline
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Default Re: Assorted newbie questions...

Quote:
1) What are the advantages among weapon types? I know that the longer a weapon is, the better.
In this game definetly beware of thinking of things as "better" or trying to list them in preferences. Such as "longer is better". Its better if you are coming up against things where the reach would be handy. But short weapons get bonuses in speed and ambidextrous use. I believe they may be harder to block also.

Quote:
2) When you watch a replay, what are the things you are looking for?
Whether my flanking worked. Did my mage cast his spells or should I look into his fatigue or need for gems. Did certain troops rout too fast.

If my scouts are watching someone elses battle I looke for how he positions his troops. Does he make alot of use of bows, mages, flyers, tramplers. Do his troops/summons have auras (heat, cold, poison, awe, fear) and do they use them well. What kindof magic items and protections do his leaders have? (if they lack poison protect maybe I will send him "gifts" of bladder sticks)

3) What kinds of orders do you give your troops?

This varies alot. Some swear by using certain troops in certain ways but the game makes it a useful tatic to do other things. In fact, sometimes the use is in the fact that its NOT what others do.

Hmmmm hvy infantry I like to have hold so they dont fatigue before they fight.

Cavalry (especially light cavalry) I set at the far top and bottoms of the positionings so they will flank. Usually I set them for attacking rearmost.

SHort range shooters (small bow, crossbow, slingers, javelins) I like to set just behind the main line and tell them to shoot closest. If friendly fire is an issue I set them to the sides of the front line.

flyers are usually attack archers or attack rear.

tramplers depend on the size of the opposing army. If its large I like to have them flank with attack to rear. That way if they rout early they rout by running back THRU the enemy. If its small I may put them in the middle but I move all my troops so that no one normal sized stands behind them.

4) Culling the wounded from squads...do you guys do this often?

I tend to "retire" mine to patrol duty. Just leaving them behind as your army moves isnt a bad option.

5) How can you disband troops?

Only by sending them to their deaths. I wouldnt mind a "disband" option. I think it should go to "defence". You can use them to give you a battle to watch if you are debating whether or not to attack some independent province.

6) Water mages and water breathing...how does it work?

One unit for each water magic usually. Remember that if they arent aquatic the first one is for themself. So they arent going to lead an army underwater until you get the ability to create the magic equip for that.

7) Forts/defense level.
Usually 1 troop for 1 point defence. Some are .5 meaning 1 troop every 2 points defence. The break points are for things like another commander or the ability to spot stealth in your province.

8) Magic...is kind of overwhelming to me. There are just so many directions to go in.

Thats the great thing about this game. But if you want something to start with....

I would try and quickly get 1 or 2 in alteration, evocation, and enchantment. Then 2 levels in both contruction and conjuration.
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