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Old September 23rd, 2011, 04:56 PM

Valerius Valerius is offline
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Default Re: Nations - MA, CBM 1.6, max lvl 6 magic, NI, Assimilation mod - Running

Quote:
Originally Posted by Olm View Post
Ouch!
So slingers are good at sieging a castle but bad at storming it.
Especially if the opponent has earthquake and arrow fend.
Yes, that was almost an ideal situation for earthquake. I've always found the spell underwhelming and if your cavalry had already been part of the sieging force, and therefore expected to participate in the storming attempt, I would have just ceded that fort to you without a fight. As it was, the low to middling defense on the slingers and your mages was about as good a target as you can get for earthquake. Still, I only bought some time and killed some low value units and a few mages and in return lost two mages and their gear so I'm not sure if it was worth it. One of the problems with earthquake (as well as the far more effective rain of stones) is that when using human HP mages the fatigue will often result in them being killed by your own castings. I gave them pendants of luck to improve their chances (and hoped that their higher than human HP would also help) but still lost two of three (ethereal robes would have been ideal but there was no way I could get those forged - even the pendants are only thanks to my one Arco mystic).


Quote:
Originally Posted by Olm View Post
But I wonder why my supporting cavalry came late to the battle. I expected them to move from friendly province to friendly province and thus take part in the battle. Or did they arrive in time but did not take part? Then there should be an order like "move and storm" as it is with "move and patrol".
That's correct; you can't move and storm in the same turn. I don't think it would be good for SCs especially to be able to participate in any storming attempt that was within flight range. This way the defender knows roughly what they're facing (aside from stealthy troops that only show up for the storming attempt) and can choose how much they want to spend to teleport in reinforcements. Of course the besieging army can count on them doing that and move on to another fort, causing the defender to have spent those gems to no purpose (all this assumes the province is undomed as otherwise your own dome will prevent reinforcements from arriving).


Quote:
Originally Posted by buzzsaw View Post
I`ve got a game question for you guys.
I had a small raiding party attack Ulm. Did okay and routed his army. As my guy was rushing up to get the last of the army, he routed and of course died since he had nowhere to go.

What the heck would cause that? I thought after a route, that was pretty much it, you won the battle. Can both armies route in the same battle?
Yes, both sides can rout and in that case having slow units can be useful as they may be the last ones on the field and thus win the battle. Berserking units are also helpful as once berserk they won't rout and can win the battle for you after your forces have routed. I'm guessing the turn limit probably ran out and caused an autorout. This is of course particularly dangerous if you don't have a province to retreat to. Actually, one of the ways to defeat glamoured thugs is to tie them up with something like skellie spam long enough to force an autorout. You can give yourself some protection by raiding two or more neighboring provinces, figuring you'll likely win enough battles to provide provinces to escape to.
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