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OG_Gleep said:
When configuring armies, which is more efficent? Less but larger units? Or multiple smaller units?
I am playing Ulm, and each commander can have 50 units. I am trying to figure out the most efficient way to configure them. Smaller units tend to perform better, and I can have them go after multiple targets, but, I have to cast Legions of steel more often (or other unit buffs for indie mages).
With less units, you free these mages up for combat.
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With less units, yes, o.c.
With less squads (and that's what you're talking about, if I understand you correctly), No!
Buff spells have an "area of effect", eg.:
"Legions of Steel"
range 10
area of effect: 25
That means the spell will target 25 squares (not units or squads) within 10 squares of the spellcaster.
To see that squares, hit "w" in the battle view. A square on the battle field has 6 "slots". A hobbi.. sorry, hoburg occupies 1, a human 2 etc. according to the "size" that is reported if you right-click in the HP number in the unit info screen.
Usually there will be 3 Ulminites within a square, so the spell may boost up to 75 of them. Sadly, the spell has precision = 0 what means that lots of empty squares normally get 'boosted' as well :/
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Also, as Ulm, I have a very productive item factory going, and can afford to kit out regular commanders in full battle gear. I have a couple BP ulm commanders in the hall of fame. Anyhow, I send these guys into battle, normally placing them behind a block of infantry with the same orders as the infantry infront of them.
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Other than Black Knight commanders, they are not worth it, as they die to easily. Excpetion are usually items which let them cast spells. As Ulm is notoriously short on spellcasters if it comes to other spells than "Legion of Steel" and "Blade Wind", this could be quite useful with some items.
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How effective would that block of infantry be if I set them to "Guard Commander" instead of "attack Closest". Would they perform the same if the commander was set to "attack closest"?
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Not really. Their first objective would be to mill around the commander... slowing him down because he mostly will end up surrounded by his own units. Unless he's faster than his bodyguards, but then he will get surrounded by the enemy and die fast.
Furthermore, units set to "guard commander" do not count as non-routed units for your side, despite they can o.c. route as any other units. Effect: you may run out of non-routed units too fast, causing your whole army to flee... .
Generally, "guard commander" works best with either
a) stationary commanders, e.g. the spellcasters using items I mentioned above. Put them as far to the right as possible, with orders "attack", "cast spells"; the normal squads a bit back with "attack". That way, in the first turn of the battle everyone will move towards the enemy, bringing him into the range of the spellcasters. The bodyguards will guard those against very fast enemy units (knights, flyers).
b) fast commanders (knights, flyers) who are set to attack rear. Oc. works only if the bodyguards have at least the same movement rate as the commander...