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curtadams said:
lose 2 turns of troop recruitment (one turn will be wiped by the invad
lose 1 turn of commander recruitment
lose 1 turn of province income
Allow your opponent 1 turn of province income (2 if he cranks the tax)
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And gain the enormous benefit of tying your opponents army down for at least a turn so that you can destroy it instead of having to chase his army around and never be able to catch it. After all, because of the movement rules, it's impossible to catch an army that constantly moves to new provinces every turn unless you can bring in a second force that's sufficient to destroy it.
I don't really mind losing the one gold that I spent to get a scouting commander. After all, now I don't have to worry about the province defense being killed and causing my pretender to autorout. The Dom3 morale system is still just as broken in this regard as the Dom2 system.
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risk tax or pillage damage to your province
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Tax damage to population is inconsequential for a single turn of 200% taxes. Pillage is only a problem if your opponent doesn't want to actually win the game, and would rather throw away his future income to try and kill you now.
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lose travel through the province - and castles tend to be in important locations
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His army is right there waiting to be attacked. You don't want to travel through that province, and most popular maps don't let you move more than one province anyways thanks to terrain happy mapmakers.
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lose the ability to reinforce your sieged army, while he can bring up reinforcements and have them join in the siege.
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Armies that move into a province and armies that break siege from inside of the castle attack in the same combat.
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The only benefit is one more turn of summoning/forging.
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That and the ability to make your opponent sit still for a turn so that you can get around the silly movement rules in dominions that keep armies from ever contacting each other unless they both attempt to move into the same province.
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The only time you'd be better off breaking is if you're facing an army so strong that all your nearby armies, backed by your PD, will lose to his army, but you *can* beat him next turn with what you magic up in that castle the next turn. That's a pretty unusual situation. Unless you're holding back gems (generally a bad idea) I don't see how that's going to happen.
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Why don't you tell me how you plan to force your opponent to attack the castle in the same turn that you've moved your forces there? It's also not at all uncommon to be able to summon sufficient troops in one turn at an important castle. Especially when holding back gems to wait for the strongest summons possible is the default strategy. If you've wasted your earth gems on cave drakes, I'll be quite happy to destroy them with clockwork horrors.