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Sly Frog said:
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Arryn said:
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The Panther said:
This whole idea of a lone commander who will not rout just because he has no troops is completely bogus.
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I don't know where you got this silly notion. A lone commander will rout, unless that commander is an immortal in friendly dominion, or the commander is berserk. What doesn't make sense about it?
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I just assumed it was pretty clear. Here's an example. If I am a badass and all powerful SC alone against a large enemy army, I will often slaughter everything on the field. If I am a badass and all powerful SC who has a small contingent of archers supporting me, we'll all rout off the field in the first turn.
That's goofy, that's non-intuitive. Not explaining it wasn't an attempt to take a shot at the devs by calling it goofy and non-intuitive; I just thought that the problems with the routing system were pretty obvious.
It may work as a *game*, because you can learn the system and start to do non-obvious things (like don't support your badass commanders). That doesn't say that it couldn't be changed so that it made more sense.
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your sc can be totally badass but he still hasn't a chance alone against special armies who are cheaper than the sc but antisc .
but when you take troops with him he is no longer a sc but with the army he is extremely brutal .
if you take with you just a few archers than it is your fault and simply stupid .
you did just wrong scripting / troop chose :
just take a few 50 morale troops with hold orders ( like vine ogres ) or if you want to really support him take with devils or something like this .
this way routing is extremely unlikely .
the only thing you lose is magic movement when you rely on cloud trapeze .
so i don't see why you are all complaining at all because the solutions are so simple :
SC + cloud trapeze against weaker armies
give the sc an army against stronger enemies but lose cloud trapeze . you can still teleport though or fairy trod or stygian path for magic movement .
if you chose the RIGHT troops the army is no curse but a real bless .
an almost perfect routing blocker is the siege golem .
immune to all kinds of magic , high protection + hp + siege ability .
scripted to hold + attack closest even 1 siege golem is haaaaaaaaarrrrrrrrrrrrrrdddddddddddd to kill .
with the 2 turns of waiting your scs are already in meelee or buffed .
so the siege golem isn't attacked severe most probably at all .
early game : vine ogres as routing preventers , late game 1-2 lone siege golem(s) .