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Saber Cherry said:
Got it; I misunderstood you. When I think "National Army" I think:
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All of your listed armies are simply asking to be hit by murdering winter or wrathful skies, since they have no protection from spells, and are far too resource intensive. They all also suffer from Zerg syndrome, as at 200 troops the battlefield is getting very crowded.
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Your "national armies" are much cheaper, much smaller, and much more mage-centric.
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They are also much more effective, since they are less likely to be instantly wiped out by any of a dozen different tactics that all cost less than the cost of the hordes.
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Still, it seems to me that a party with 5-10 fighting units would rout too fast to do anything, e.g. if one of the units took a single arrow from a defender,
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That's why each of his groups are set up so that battlefield summons prevent routing and cause the most damage. 15 Ctissian city guards spread out through two or three groups are unlikely to rout before the sauromancers can provide many skleletons to support them. If they do, you only lost a small amount of resources.
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Once two units are killed, they'll all leave for sure, even if the mages could win singlehandedly.
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Not if you've taken your units and split them up into five groups per commander. Then they all have to be killed before the army routs.