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Old December 7th, 2011, 07:04 PM
Squirrelloid Squirrelloid is offline
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Default Re: Making non Magic national commanders more worthwhile

Quote:
Originally Posted by Olm View Post
Quote:
Originally Posted by Squirrelloid View Post
Define 'well defended'

In MP players rarely build more than 1 PD unless they're (1) anticipating an army vs. army showdown in that province in the near future (in which case you have no business attacking it with a thug because there's going to be an enemy army there too), (2) random events gave it to them, (3) nation has good enough PD that light (5-6) amounts of it will fend off common cheap remote spells like Call of the Winds.

Even given that, a bane will cheerily eat through 10-20PD with a frost brand and a vine shield against most nations.
Provinces at the front should have an army near, just for the case of raiders or enemy armies. That I mean with well defended. IMO raiding works well as strike and run tactics in the backyard of the enemy, not at the front.

I raise all my PD to 5 when an enemy starts to use Call of the Winds or that Ghoul sending spell. Even for 30 provinces thats only an investment of 450 gp. Well worth for saving the trouble.

Raising all provinces to a level that could stop thug raiders on the other hand is unthinkable.
Thugs are rarely used by themselves. You don't win a war with thugs alone. If you have an army operating in the area, you can often dictate what your opponent does with their army and slip your thugs around the side.

And thugs have work to do after you force an army confrontation and defeat their army in the field, since you still have a lot of land to claim. They free up your army to go straight to sieging castles and leave the thugs to clean up the rest of the provinces.

Or you might stab someone whose armies are occupied elsewhere.

Yes, having mobile thugs is frequently helpful, but walking thugs definitely have roles they can fill
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