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November 25th, 2003, 10:29 PM
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National Security Advisor
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Join Date: Dec 1999
Posts: 8,806
Thanks: 54
Thanked 33 Times in 31 Posts
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Re: Storming Castles
I'd pull out the 75 HI and put them on land where they belong, relieving them with tritons or whatever underwater units I had. I haven't assaulted a Ry'leh nor a kelp fortress before, so I don't know what if any active defenses they have built-in. On land, good fortresses tend to have missile units on the walls which are part of the fort, not part of the army, and which in many cases can cause massive casualties, particularly if the defending mages and/or troops can hold off the attackers for a while.
However kelp fortresses might not have any such defenses.
Sometimes you get a report of no enemy presence in a castle because your scouts have failed, but when you show up there's a tough garrison there. Spies can sometimes show you what's there, but sending in a scout attack is a way to actually see what's there.
PvK
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November 26th, 2003, 04:16 AM
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Second Lieutenant
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Join Date: Nov 2003
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Re: Storming Castles
Are the forces it lists under "tower" the total forces present? Or are there multiple towers per fortress?
I am going by pp. 10-11 of the manual. 4 shortbows and 1 mind bLast doesn't sound all that bad.
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November 26th, 2003, 05:22 AM
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National Security Advisor
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Join Date: Dec 1999
Posts: 8,806
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Thanked 33 Times in 31 Posts
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Re: Storming Castles
Multiple towers per fortress, based on fortress type. The shortbows wouldn't apply under water. Also I think Kelp Fortresses may not have any towers - there's another thread here somewhere with a list of tower numbers, I think...
PvK
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November 26th, 2003, 05:25 AM
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National Security Advisor
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Join Date: Dec 1999
Posts: 8,806
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Re: Storming Castles
Ok, I found it HERE.
It says kelp forts don't have any missiles, so you know whom to blame if they get ten mind bLast attacks per turn.
PvK
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November 26th, 2003, 06:06 AM
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Second Lieutenant
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Join Date: Nov 2003
Posts: 419
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Re: Storming Castles
Thanks, PvK.
I stormed it before I saw your message. Only units I lost were 2 swamp guards and 3 shamen.
I was really unlucky with the shamen. The star child astral dueled me 3 times and won all three times. I guess the attacker has an advantage? Or a castle defender has an advantage? Maybe the shamen are at a disadvantage underwater? Or maybe I was just unlucky?
I absolutely love this game.  Now to take Ry'leh's Last poorly defended sea province and destroy them forever!!! (Well...for this game at least.) I think I will send some shamen over to farm their void and see what I find. 
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November 26th, 2003, 11:57 AM
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Lieutenant Colonel
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Join Date: Apr 2003
Location: Nuts-Land, counting them.
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Re: Storming Castles
Quote:
Originally posted by PvK:
Ok, I found it HERE.
It says kelp forts don't have any missiles, so you know whom to blame if they get ten mind bLast attacks per turn.
PvK
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Thats me, was the information accurate then ? 
__________________
Currently playing: Dominions III, Civilization IV, Ageod American Civil War.
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November 26th, 2003, 06:35 PM
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Second Lieutenant
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Join Date: Nov 2003
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Re: Storming Castles
The information was very accurate. And very much appreciated.
By the way...any strategy tips for those hill fortresses? They sound pretty brutal. I guess ULM has a decent advantage in seiges with respect to what's coming at them from the towers. Especially when it's shortbows.
After doing the reading, while the 40-admin castle might be easy to breach with only 100 defense, it doesn't sound that easy to storm.
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