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October 25th, 2006, 12:58 PM
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Major
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Join Date: Jan 2006
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Re: Guide to playing Patala competitively
In addition, don't take my word for it, try it out yourself. Try a Daynarr's dual bless strat and try to play twenty turns, and then try my aggressive mercenary + longbow + VQ and follow my guide for twenty turns. I guarantee you in our current metagame (default setting or indies: 6) mines will have a smoother game.
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October 25th, 2006, 01:00 PM
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Second Lieutenant
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Location: Atlanta, GA
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Re: Guide to playing Patala competitively
Hey now. Why'd I merit deletion? Because I misspelled your name, Mindi? 
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October 25th, 2006, 01:21 PM
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Lieutenant Colonel
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Join Date: Jun 2004
Location: Lancaster, OH, USA
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Re: Guide to playing Patala competitively
Ha ha, no because I deleted every reference to the disagreement, even the posts that just PNL (Point 'n Laugh).
But hey, I did reopen the thread. 
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For those looking for  with this forum, please see Annette as I am retired.
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October 25th, 2006, 01:23 PM
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Major
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Re: Guide to playing Patala competitively
Heh ... PnL ... that's a new one ...
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October 25th, 2006, 02:19 PM
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First Lieutenant
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Join Date: Oct 2006
Location: Palo Alto, CA
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Re: Guide to playing Patala competitively
<counting the deleted posts>
<sigh>
Damnit, I've missed all the fun.
Easer with the delete button please Mindi! >  This forum hasn't seen a flamewar for a long time AFAICT, IMHO it's a good distraction from wreaking my head on how to make a certain MP-challenged nation work. 
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October 25th, 2006, 02:31 PM
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Lieutenant General
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Re: Guide to playing Patala competitively
Btw are Patalas troops really that crappy?
They are not good, but in late era troop quality differs quite a bit.
A main characteristic seems to be whether a nation has x-bows or at least easy access to flaming arrows.
Imho other LA nations with weak troops:
-Arco:
Arco troops are somewhat similiar to the Patala troops, only the armored elephant seems very useful. But their various hoplite troops are rather weak too for late era imho.
-TC:
Only the horsemen are useful.
-Aby:
Resource intensive and expensive, only advantage is the fire resistence.
-Ctis:
No slave warriors, likely worst LA troops of all nations.
For Patala at least the Bandars with the iron crudgel and the Elephants are somewhat useful, and the atavi stealth archers for raiding.
Finally there is the theoretic possibility to use a horde of your troops in Mid- or Lategame and buff them with nagarishis.
With buffs like mass protection, mass regeneration, weapons of sharpness, quickening, luck, marble warriors, army of lead/gold you might be able to transform them from weakish units into decent hordes in key battles.
The bandar troops have only 4-5 enc, but good strength + ok attack rating, so if you manage to give them quickness + good protection/regeneration they might be formidable.
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October 25th, 2006, 02:50 PM
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Major
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Re: Guide to playing Patala competitively
Quote:
Boron said:
Btw are Patalas troops really that crappy?
They are not good, but in late era troop quality differs quite a bit.
A main characteristic seems to be whether a nation has x-bows or at least easy access to flaming arrows.
Imho other LA nations with weak troops:
-Arco:
Arco troops are somewhat similiar to the Patala troops, only the armored elephant seems very useful. But their various hoplite troops are rather weak too for late era imho.
-TC:
Only the horsemen are useful.
-Aby:
Resource intensive and expensive, only advantage is the fire resistence.
-Ctis:
No slave warriors, likely worst LA troops of all nations.
For Patala at least the Bandars with the iron crudgel and the Elephants are somewhat useful, and the atavi stealth archers for raiding.
Finally there is the theoretic possibility to use a horde of your troops in Mid- or Lategame and buff them with nagarishis.
With buffs like mass protection, mass regeneration, weapons of sharpness, quickening, luck, marble warriors, army of lead/gold you might be able to transform them from weakish units into decent hordes in key battles.
The bandar troops have only 4-5 enc, but good strength + ok attack rating, so if you manage to give them quickness + good protection/regeneration they might be formidable.
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Well late game era does have actually a lot of good heavy infantry nationals, like jomon, etc. Longbows are also really nice as well. Keep in mind, A LOT of nations have crappy troops and then like two or three stellar ones.
I haven't played with Arco so I can't really comment on them but TC bk have really decent troops in form of glaives, foot archers and Ancestral Vessels. The vessels are especially great against indies, I routed knights! before from their bows =). Abys axemen are good too if I recall and their sacreds are decent but I haven't played too much aby either. Ctis troops blow, agreed on that one. But you can mass troops and just rush with them anyway. I usually get mass light infantry with Ctis and it's not terrible vs. most indies. However you know from your own experience Boron that Patala troops are really not that great. As for the theoretical use, I think you're really reaching there. After all, even my horde of wolves were a terror once I army of leaded them. =)
Edit: Actually looking over ARco's troops, they're not bad. They're one of those nations you need to take prod 3 with it seems but the elephants are really nice since they have those 14 morale troops and they have good protection. Also they get cheap jav throwers.
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October 25th, 2006, 10:48 PM
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Shrapnel Fanatic
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Join Date: Oct 2003
Location: Vacaville, CA, USA
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Re: Guide to playing Patala competitively
I dont think Patalas troops are that crappy other than it seems like its being examined by a bunch of Ulm players.
OK I took a look. The bless thing sounded interesting.
2 blessable units?
They also have 2 pretty decent stealth units and a stealth commander.
But I will stick with the bless thing for now. 6 blessable commanders, all priests and mages. OK this seems workable. But why look at army blesses. I think I will look more toward mage blesses.
Code:
Pretender: Great Sage (paying 35 to get 10 extra research points)
4 astral magic resist +1
4 earth reinvigorate +2
4 water defense skill +2
4 air air shield 20%
1 fire
Dominion 4
Order +1
Productivity +1
Heat +3 (2 were free)
Hope to land near the water to make good use of those aquatic troops. Use the great aquatic priest/mage to try and discover a castle underwater to cement my foothold.
Create a couple of stealth armies to move outward and possibly take weakly protected provinces during a players initial expansion when he has no way to hurt me back. Rape those provinces to death. I gain, he is damaged early in the game.
Make use of the 27 research on my god to rush into some heavy spells. Use the rainbowness of my mage to create magic boosting items for those great mages
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-- DISCLAIMER:
This game is NOT suitable for students, interns, apprentices, or anyone else who is expected to pass tests on a regular basis. Do not think about strategies while operating heavy machinery. Before beginning this game make arrangements for someone to check on you daily. If you find that your game has continued for more than 36 hours straight then you should consult a physician immediately (Do NOT show him the game!)
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October 25th, 2006, 11:30 PM
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Major
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Join Date: Jan 2006
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Re: Guide to playing Patala competitively
Your Nagahs are poor amphibians so it'll be tough "rushing" underwater ...
Also I don't play Ulm save Late Era. And even then all I use are Rangers + Zweihanders. In case you haven't guessed, I play everything min maxed. Note I didn't say ALL of Patala's troops are crappy, The Bandars are quite nice and should be the only thing you're recruiting besides possibly Atavi and Markata screens. The only reason you probably think I say so many of their units are crappy is because well ... they have a lot of other crappy units.
People who read the guide really needs to read more than the first few lines.
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October 26th, 2006, 12:15 AM
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Shrapnel Fanatic
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Join Date: Oct 2003
Location: Vacaville, CA, USA
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Re: Guide to playing Patala competitively
I didnt realize I was quoting YOU. I thought others had said it also. If its jsut you saying it then... well there would be no need to comment on it.
But when I say Ulm players I refer to the style, not so much the nation. The armored armies sweeping forward meeting armored armies style of play. As opposed to playing bless, or stealth, or defense, or research, or any other thing that a nation seems perfectly setup to do. Forcing a nation to compare to Ulm style combat tends to make many of the nations "suck".
As for the aquatic rush, they only have to take one province. After that the fact that I have magic/priests is adequate. I can use the locals to expand in water from there. As a land nation they actually have quite an advantage in water.
__________________
-- DISCLAIMER:
This game is NOT suitable for students, interns, apprentices, or anyone else who is expected to pass tests on a regular basis. Do not think about strategies while operating heavy machinery. Before beginning this game make arrangements for someone to check on you daily. If you find that your game has continued for more than 36 hours straight then you should consult a physician immediately (Do NOT show him the game!)
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