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				 Re: Any good strategies for C\'tis Poison Slingers 
 I tried the strategy Gandalf Parker suggested. It works okay. But somehow a big investment for an units to fire & Flee.
 Here is how I played them in one of my main forces(new game, turn 15):
 
 - My Pretender god a green dragon, placed in front, first two turns casting luck and twisted faith. Set to attack rearest enemy.
 - Poison Slingers unit, placed left flank front, set to fire and flee on closest enemy.
 - Heavy Infantry, placed in center, hold for 2 turns before attacking nearest enemy.
 - Light Infantry, placed on the right flank between center and front, holding 2 turns and attacking nearest enemy.
 - Small armies of Swamp Guards are protecting the pretender guard, leaders, priests etc.
 - Leader: Lizard King, placed rear, casting fanatism etc.
 - Leader: Marsh Master, placed right flank rear, casting offensive spells and raising dead.
 - Leader: A commander wich name I can't remember(the one with rainbow armor), placed with the light infantry.
 - A unit of snakes, placed behind the heavy infantry, hold 2 turns and attacking the nearest enemy.
 
 The Pretender is decoying all enemy arrows, big deal the dragon have nice protection, so no harm is done. I have manage to scare the enemy units after 6 or 7 turn with the poison slingers and the dragon so it seems to work quiet nice.
 As 'Stiger' says about the fire & flee I agree 100%, but I would also hope they do something about the poison slingers range. Not am I saying they should have range like the archers, but a little more would make them ideal.
 Another thing is the fire & flee command, why don't make it optionable to set how many times they will fire before flee.
 
 [ January 10, 2004, 11:04: Message edited by: Thilock_Dominus ]
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