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  #1  
Old January 24th, 2007, 08:01 AM
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Default Re: Guarding thugs

Thanks, so having troops guarding a mage is useless also...
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Old January 24th, 2007, 08:33 AM
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Default Re: Guarding thugs

Not entirely useless, since they can save the mage if he is attacked. Other than that, pretty much.
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Old January 24th, 2007, 09:05 AM

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Default Re: Guarding thugs

Pretty useless, if they won't attack even when enemy comes within reach of the commander they're guarding.

If they wait until the mage is wounded to attack, then he's probably dead already. They may draw some attacks, but if they don't respond that's just a short delay.

They should at least attack when the squad is attacked, or preferably when an enemy gets too close.
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Old January 24th, 2007, 09:13 AM
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Default Re: Guarding thugs

If an ennemy is in melee range they will attack.

Usually bodyguards can protect your mage from a few ennemies that got through your main force (such as a flanking cavalry set to attack rearmost), but it's true that sometimes they don't do this job very well
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Old January 24th, 2007, 09:17 AM

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Default Re: Guarding thugs

That's what I'd assumed they did, but the original question implied they wouldn't.
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Old January 24th, 2007, 10:01 AM
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Default Re: Guarding thugs

Some mages are pretty tough on their own: I'm playing EA Atlantis and there are those nice Basalt Kings.
I have seen the guards react to assault only if the enemy is in melee range. i.e.: if there are 10 guards and only one of them has an enemy in range, it will land some timid blow (apparently they don't attack every round... but I could be wrong) while the other keep standing still, leaving their comrade to their fate.
So you have this group of guards getting killed one after another, just beacuse enemies mass on the first unit they encounter while the guards mass on their commander (but I guess that should be the task of a bodyguard troupe anyway).
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Old January 24th, 2007, 01:45 PM

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Default Re: Guarding thugs

If you have a decent sized group defending, it will act as a buffer between the enemy troops and the commander. This can be a particularly good if you have a HP weak magic user and/or you are fighting flying troops. Otherwise your magic user can be killed before he casts many (or sometimes any) spells.

I have used the random event generated militia for this defense. Even if their morale breaks they still are a temporary distraction for the enemy, and can make the difference between the mage surviving or dying; this in turn can make the difference between winning or losing a battle.

Assuming you place your spell casters near the back of your troops, I think this tactic should also help against enemy archers shooting at the rear by providing some extra targets.
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