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  #1  
Old May 14th, 2008, 10:02 AM
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Ninave Ninave is offline
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Default Re: Newbish question

Well I didn't specify the age and it was just an example. I haven't played so many multiplayer games that I would have good examples on everything.

Also, I didn't think that this thread was limited only to some specific age. Sorry if I missed/forgot that at some point...

Also, you have changed your signature. I liked the previous better.
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  #2  
Old May 14th, 2008, 08:44 PM
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Default Re: Newbish question

Sooooo....

If I am understanding this correctly, If I play ULM who has little Magic but GREAT troops then my Pretender should...

A. Take a lot of magic to make up for the shortcomings of ULM.
OR
B. Take more things that would make Battle spells to take advantage of thier strong troops or a SC to go with the good troops to make them REALLY tough!!

Am I starting to get it?

BTW how do I drop off troops in a province from my Commander so I can leave a defense to go with PD and head back to get more troops?

@. If I have winged boots on my commander can I drop off troops in a province and fLY back to say Home province to get more sacred troops?

Thanks, I feel like I am getting about half dangerous (probably more to myself than anyone else) in the understanding.

I actually am starting to get a plan of what I want to do....NOW, I just need to find the race to do it (LOL).

Thanks agian
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  #3  
Old May 15th, 2008, 03:19 AM
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Default Re: Newbish question

Yes, you're starting to get the idea. However, if you're talking about MA Ulm, there are some things you have to remember.

1) You have no counter to Air. Air evocation deal armor-negating (AN) damage, which kills your troops. Your troops also have low magic resistance which makes them vulnerable to Thaumaturgy/Astral spells.

2) Your troops can't handle high-defense troops, like mounted units. They can't hit them, get fatigued, and after fatigue starts causing critical hits they start going down.

3) Your troops can't evade tramplers, and their armor only helps against small tramplers. Size 6 tramplers deal 20 points of armor-piercing (AP) damage.


Ulm got boosted in a recent patch because it has a hard time surviving once magic steps in, or some say even before that. It's still regarded as a weaker nation. For pretender design, Ulm really wants nice magic versatility, but it also benefits from someone size 6 to stop approaching elephants.


To drop troops, put them in the garrison, the topmost line in army view. It's the line where unassigned recruited units are.
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  #4  
Old May 15th, 2008, 10:26 AM
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Default Re: Newbish question

And yes, a commander with flying shoes and no units (or with units that all fly) will be able to fly back.
But of course won't be able to fly to the front once you supply him with troops.
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Old May 15th, 2008, 07:01 PM
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Default Re: Newbish question

I have been wondering about 'Scripting' troops in a battle.

At first I kind of chuckled at the lack of choices you had for your army and Commanders.

But as I looked at it more I realised that within the game rules there are some very subtle and important factors involved (and I am not chuckling now).

I have one question but any hints anyone would care to give would be very much appreciated.

The question I have is:

1.When you set your Infantry or Cav on Hold and attack....

Can you pick the NONE option instead of closest enemy ect and have them hold the line so to speak while your archers rip the heck out of you opponents?

I can see you putting your archers a couple of squares behind Infantry (depending on range of course) and having the enemy have to come to you (or at least try) thru a rain of arrows (Fire or otherwise) because YOUR infantry stays put.

Am I on track here or is this something that is beyound the capibility of the limited orders we have to work with?

Thanks!!!
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Old May 15th, 2008, 07:47 PM

MaxWilson MaxWilson is offline
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Default Re: Newbish question

Hold And Attack (None) simply means they have no preferred target. They pick a random unit out of all the enemy units and attack its squad, which often means they'll attack the biggest squad. If you want to hold for more than 2 turns you have to put them as Guard Commander on a commander who holds for several turns (up to 5). This can be useful if you want more turns to buff your troops, and is a pretty decent use for otherwise-useless indy commanders. (Don't be surprised if the commander dies. He doesn't matter.)

-Max
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  #7  
Old May 15th, 2008, 08:17 PM
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Default Re: Newbish question

(SIGH) Ok...so much for that idea.

I have figured out the tactic of putting small groups of 5 or so in front to get archers and Inf to attack chaff units.

Is there any limit to the number of seperate units you can have in one army?

I also keep seeing references to army setup but I look at it and just don't see that many options.

I fancy myself as a fair tactition but without terrain, Wind, weather, ect there just doesn't seem to be much you can do except use Cav to attack rear areas and use skirmishers to draw fire from enemy units.

Am I REALLY making this too simple?

I would HAVE to think there is more to the battle sequence than meets the eye or this game would not have 3 editions working on a fourth.

So, if anyone would like to take pity on an old man and kind of point me in the right direction I would be much VERY thankful!!
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