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Tuidjy said:The empoisoners are great at taking indies out with 'Animate Skeleton'. They are also dangerous to anyone if they start with 'Swarm' and eventually attack.
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Is it necessary to equip the empoisoners with either skull talismans (for item-spellcasting) or skull staffs to prevent fatigue?
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Miasma is really annoying, so I usually make Ctis my second enemey after pop-killing nations if I have the choice to do so. That supports a mid-level domininon score (7) and strong fortress in my view as well. Hill-fortress seems best choice, but how do you build hill-fortresses in swamps? Seems a bit weird to me...
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What is a sensible
general-purpose tactical setup for C'tis? Do you set all living troops "on guard" only and rely on raise skeletons solely?
I am currently trying front placed marshmasters set on raise skeletons, protected by elite warriors on hold and attack close, but usually they overtake the slow skeletons and take the damage themselves. On the other hand, placing the marshmasters up front with a few guards seems dangerous to me, no?
I make up my forces with those weak-protected predator lizards only, for I found that swamp guards are a bit too expensinve for first-row hit-point-soakers, no?
Is it sensible to make runners for flanking-attack-rear? I had some success, but I think the elites are reasonably fast on the battlefield as well?
Is it really worth messing around with those sacred serpents? They die so easily (probably their slightly higher than normal hitpoints/size makes them first-rate targets for the tacital AI, while their bad protections seals their fates.) and are not even poison immune to combine them with poisom-slingers...
I also found that poison slingers are better placed forward on fire and flee, but their limited range makes the fire and flee-command into a "move forward, take hits from archers, fire once and scatter over all available friendly provinces"-command, which is pretty annoying...