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  #1  
Old November 29th, 2003, 01:30 PM

Elmo Elmo is offline
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Default Micromanaging armies and commanders

Playing around with the demo while waiting on the post office to deliver. Not sure how much micromanaging of my armies and commanders is necessary or desirable?

First, commanders. Without specific orders they seem to cast spells until their fatigue is maxed out. That appears to cause troops under their command to rout but I may have that wrong. So I've been assigning most troops to a guy who gets an attack order and then letting other commanders cast what they will.

Second, armies. I try to group like units and give them appropriate orders and postions. Fighters in front, indirect fire behind that line, fast units on the flanks with orders to hit the rear. I'm sure there is a lot more subtlety here than I have grasped.

Anybody have some tricks they can reveal without giving away all their MP secrets? Any help for a guy just learning the game would be appreciated. Thanks.
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Old November 29th, 2003, 01:55 PM

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Default Re: Micromanaging armies and commanders

Useful tips;

The larger a squad (Men grouped together) the more morale it has.

Also it is the average morale of a group that is taken. So a unit that has naturally low morale (5) is put in a squad with 9 with high morale (15). The "Squad" morale would be 14. Use this on low morale but good units (Elephants, mammoths, etc) and those that have a high attrition rate (anything else). (This is why Standard Bearers are so good).

In general the AI is stupid about it's attack on certain positions and individuals. This is different for Independants and AI's then totally thrown for a loop vs other players.

Common AI tactics:

AI missle Users aim for "Closest"
AI fliers are usually set for "Attack Rear" or "Attack Archers", almost never "Hold and Attack".
AI Cavalry are set to "Closest" or "Large Monsters"

Those are just some of the more common that you can exploit.

Unless you script your mages; they are fairly inept and will cast spells they do not need to for any given situation. More often than not you have an initial casting string you'd prefer; though it's does not always happen that way as the computer does what it wants from time to time, especially if your casters are drawn close to an enemy.

Your commander will not rout if he is fatigued; but he or his squads will if he is hurt or killed.

So it's up to you to decide if you want to put all your eggs in one basket or give different commanders different squads.

Something you may want to start in the practice of is using units to 'guard commander' and place a reserve (A squad of units) Over your commander stack, wherever it is positioned. This will allow you to guard your otherwise fragile commanders. For melee commanders you want to try to keep out of combat but have no spells try "Hold, Hold, Hold, Hold, Hold, Stay behind troops"

That's all I can think of off the top of my befuddled mind. Need to sleep.

Edit: I also forgot if you use CTRL and a # it will reserve that command string for you to place by just hitting the number. (Example: Hover over a string you created that says; "Summon Earthpower, Blade Wind, Blade Wind, Blade Wind, Cast spells" press CTRL+1, then all you have to do is go down your mage line that you want to have that command string and press 1 over their command fields. Works for all units and commander scripts

[ November 29, 2003, 11:57: Message edited by: Zen ]
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  #3  
Old November 30th, 2003, 02:43 AM

Elmo Elmo is offline
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Default Re: Micromanaging armies and commanders

Thanks Zen Didn't know about the morale averaging but I'll certainly watch that from now on.

Is the blue line that appears under a unit morale loss and red is hits taken?

I did use a couple of better units to guard my commander.

Scripting spells does seem like a must to get the most out of magic Users. Otherwise, as you say, they don't always make sensible choices.

I did see fatigue up over 100 for some commanders but I thought they would go unconcious at 100?
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Old November 29th, 2003, 03:28 PM

Treebeard Treebeard is offline
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Default Re: Micromanaging armies and commanders

Blue line represents fatigue, green line represents poison and red line hits.

Commanders do go unconscious upon hitting 100+ fatigue and won't do anything until fatigue goes back to below 100. At 200+ they take damage and will soon die.
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Old November 29th, 2003, 04:21 PM

Elmo Elmo is offline
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Default Re: Micromanaging armies and commanders

Thanks Treebeard. You don't see any morale indicator then?

I know some of the answers are in the manual and mine is on the way so feel free to reply with RTFM. Hopefully I'll have one to read on Monday.
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Old December 1st, 2003, 12:46 AM

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Default Re: Micromanaging armies and commanders

I've tried several times in the demo to get my cavalry to flank my opponent and attack his rear units. Inevitably they turn too early and attack the closest units instead. Anyone know if this works correctly in the full game (which I hope to have tomorrow)?
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