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  #1  
Old February 18th, 2004, 05:07 PM
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Default need some ideas....

I've been rotating some of my senior commanders back to rear areas to pick up troops and magical items but I find that as my territory expands (and I don't have teleport or anything) that my experienced commanders need to stay on the front lines at all times.

Have any of you developed an efficient system of moving troops to where they are needed or do you just sort of bicycle chain them up to the front with low level commanders or what?

Any logistical insights would be greatly appreciated!
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Old February 18th, 2004, 05:18 PM

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Default Re: need some ideas....

If you have access to astral magic, Gate and Teleport are wonderful spells. They make reinforcing a lot easier. The nature spell Faery Trod (I think) opens a gate into a distant forest province, which, while not as useful as the astral spells, is still very nifty. Another thing is to build forts/castles/citadels/whatever in your outlying resource rich countries, although that can be expensive unless you have a cheap fortress. Using fast-moving troops is an obvious one, and using summon spells that can be cast in distant provinces is another. Lots of ways to do it. And of course, you can always just move your troops out, as you said, with expendable commanders (with some kind of leadership enhancing item) who do nothing but ferry troops to the exterior (and over time they actually gain experience, making them an OK emergency tool as well eventually).
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Old February 18th, 2004, 05:23 PM
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Default Re: need some ideas....

Yeah, Last night I was eyeballing a castellan who doesn't cost too much and with a crown of command and a whip of command can move more troops in a single trip.

I think there is a rod or staff that adds command too....
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Old February 18th, 2004, 05:38 PM
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Default Re: need some ideas....

30g indy commanders with strat move 2 work reasonably well as ferrymen. Certainly better than wasting the time of your more expensive, magically-equipped, experienced national commanders.

What also works well is summoned commanders that don't have magic paths (the ones that do are best used for combat/forging/research) like Mound King (move 4/25), Black Hawk leaders that no longer have hawk troops (they've been killed off), Banes, etc.
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Old February 18th, 2004, 05:44 PM
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Default Re: need some ideas....

Quote:
Originally posted by En Forcer:
I think there is a rod or staff that adds command too....
Sceptre of Authority, 1 F, also lets you fire some kind of fiery bolts. I don't recall the exact spell, but it isn't that powerful.
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Old February 18th, 2004, 06:52 PM
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Default Re: need some ideas....

It's 22+ AP fire damage with prec 2 and range 40+ ... shurely no weapon of mass destruction, but easily available and quite good for getting a commander into the HoF early in the game.
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Old February 18th, 2004, 07:00 PM
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Default Re: need some ideas....

Better than I thought, but you want a commander with good accuracy for that... Especially if he is far behind the troops.
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