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July 21st, 2008, 07:27 AM
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First Lieutenant
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Join Date: Feb 2008
Location: Reno, Nevada
Posts: 605
Thanks: 11
Thanked 5 Times in 5 Posts
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Re: The New Sauromatia
Damn straight! Yet they aren't overpowered by any means. Note that I listed at least five common methods with which to nullify them.
I just think it's important to showcase some weaknesses along with the strengths of nations so that a user doesn't get blindsided in a multiplayer game. There's a lot of effort and time that go into them, and I wouldn't want someone to get hurt by following my guide from something I omitted!
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July 21st, 2008, 07:38 AM
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Lieutenant Colonel
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Join Date: Jun 2008
Location: Florence, Italy
Posts: 1,424
Thanks: 740
Thanked 112 Times in 63 Posts
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Re: The New Sauromatia
Eheh I know my friend - but it wasn't the overpower, it was just the not-cogency of their mechanic to disappoint Sombre, me, and others. Maybe it really should be compensated in a thematic way by giving them, who knows, a better precision, a better protection value someway... Seeing KO's comment in that thread makes me think it's very possible the mechanic will be fixed someday, so maybe we should start thinking about a compensation, if he will be so kind to accept our suggestions?
Thanks again for this guide. It is surely very complete and showing some non-obvious interesting pro tactics that are exactly what I love to see. Good luck for Peccary too 
__________________
IN UN LAMPO DI GLORIA!
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July 21st, 2008, 08:29 AM
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BANNED USER
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Join Date: Feb 2007
Posts: 5,463
Thanks: 165
Thanked 324 Times in 190 Posts
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Re: The New Sauromatia
Are giants really a good counter to poison arrows? I can see that giant militia might be ok, but then they'll rout for sure due to the constant wounding and morale checks. Better quality giants will die quite quickly to the vast amount of accumulated poison and will almost certainly cost more than the archers.
I have the same doubts about troops with regen. Unless they have extremely high hp or regen percentage there is no way they'll be regenerating enough to counter all the poison they'll be hit with. They are definitely better against poison than units without regen, but I don't really see that they're a counter.
Undead, poison immune troops, archers etc do all work pretty well, though archers of course can have the usual problem of decoys - this applies to the androphag archers too so that's fair enough.
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July 21st, 2008, 08:34 AM
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First Lieutenant
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Join Date: Feb 2008
Location: Reno, Nevada
Posts: 605
Thanks: 11
Thanked 5 Times in 5 Posts
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Re: The New Sauromatia
I have poured fire into Neifel Giants, to basically no effect. I have poured fire into Abysian Bright Ones, to basically no effect. They both tend to just walk right through poison bow fire in my experience. Remember this is EA and there are some really nasty, high-hp giants and other units out there that will simply outregenerate or ignore the best you can do. I could see you severely hurting, say, Sidhe Lords or other low-hp commanders, but I think even concentrated fire just isn't enough to significantly punish regenerating troops worth the name.
In the case of the giant militia... you're definitely going to hurt some militia, but it may or may not take a prohibitively long time just against the PD to effect. By the time the Weak Poison stacking really starts to take hold, they're often on top of your front lines and it's possible you could be raining down some pretty bad mojo on your own troops.
And that's just militia. If for some reason they use non-regenerating giants against you just for a laugh, well, you'd almost be better off just throwing Amazons and skeletons at them, because everything that goes for the milita goes twice for the real units.
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