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Old February 19th, 2007, 02:29 PM
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Gandalf Parker Gandalf Parker is offline
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Default Re: Good Pretender design for Marverni?

Conversations about balance and weak are hard to have without defining the game abit. To some people, weak is based on small-map player-kill-player games. That defines the total of Dom3 and what makes things good or bad. The game does also support and have large followings for very different game styles that totally change such "weak/strong" comparisons. Solo play, alliance play, large map, low resource, high magic, RPG, Victory point, etc. On a default game (medium map) most of the units have use for as much of the game as others. Early game units get as much play as late game units when you are storming the enemies castle.

I like slingers for a good part of the game. Slingers can cheaply create a sky full of falling rocks, and a damage of 9 isnt bad. The effect can generate a rout in many units. Shooting 15 volleys is nice also. Unfortunately a precision of 10 on the slinger, and a -2 precision on the weapon, makes for alot of misses. I find it handy to give them all to a commander and then break them into 5 squads. Aim boosting spells helps also.

I dont target them at other weak units such as archers as Ive seen many do. That causes them to run up into the battle. I target them at large monsters or cavalry in the hopes of routing them before my infantry has to meet them.

Its not really a late-game tactic when you are entering your enemies castle, and I wouldnt create an army of nothing but slingers. But it does have its uses. Spending one turn to add a commander and many slingers to an army before sending it out can be helpful in situations where you wonder what will get you by that army (such as elephants). Its also a cheap way to create an army that the AI is nervous about attacking.
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