Quote:
Originally Posted by Septimius Severus
Easy research I think should still be retained, though I do want there to be an emphasis on massive armies. To make this possible perhaps maxing out the starting resource and supply multiples. Suggestions?
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Did you guys not like the thug/magic gamestyle we played? See the thing about massive armies is they can't be beat by attrition. It's about force multipliers and about figuring out how to do damage without taking losses. Force multipliers are things like Wailing Winds, Mass Protection, Body Ethereal, Flaming Arrows, Destruction, Storm, and Mass Flight (as Vanheim figured out last turn). As for causing disproportionate casualties, those EK/Yazad groups I used were all or nothing proposals. Either they wiped the floor with next to no casualties or I lose everything. The same goes for thug and SC combat. It doesn't matter how many men you swarm the Jarl with if he has enough reinvig, regen, and a cold aura. When they get close, they get stuck behind their frozen friends, then they get frozen themselves, then they get carved up. If you want to beat him, you have to hit him with something other than more men. That's what combat in Dominions is like. I don't think increasing the resource/supply/gold multipliers is going to change it. I doubt you'll get more than one or two of the vets fielding massive armies even with those changes.