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January 11th, 2004, 09:08 PM
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Re: Alexander\'s ever-expanding Tome of Knowledge
Quote:
Originally posted by apoger:
The Falchioneers are good troops, but I have found the Elite Warriors to be better even at the higher gold cost.
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Agree, especially after Mass Protection - but when you're gold limited with resource aplenty, as is often the case even with all econ scales maxed, the cheaper cost of the Falchioneers or Swamp Guards comes handy.
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#1 The trident is a length 4 weapon, which will provide extra defense in the form of repels much more often than the length 2 falchion.
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In my tests the trident's length didn't prevent the EW to be hit as often as the Falchioneers, because of their worse defence. And anyway, I count on my Falchioneers being repelled to activate their berserk rage, I usually consider shorter weapons to be well suited to berserkers.
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#2 They have a 12 morale as opposed to the flachioneers 10. That's a huge difference, particularly for C'tis, who has no other troops with good morale.
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That's a huge difference _early_, that's why I count on EWs more. But I have yet to see a squad of Falchioneers under Touch of Madness or Growing Fury rout. And I always have berserk support for them, I stick to EWs if I can't get that support.
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#3 The higher attack skill is absolutely critical. In practice I find that the Elite Warriors simply deal damage on a much more consistent basis.
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The low attack rating is indeed my only real concern with Falchioneers. I agree in most cases EWs gets the edge when it comes to dealing damage. I've found Falchioneers to be superior vs Jotun spearmen, Minotaurs or Lava Warriors though - typically big targets with low def.
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#4 The lower resource cost means that I can generate more troops. When playing C'tis I often find that numbers are the key to victory, and the production limitations are often a tighter constraint than the gold costs.
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But you can really only amass numbers of EWs if you neglect recruiting mages, that's an efficient strategy but it has its drawbacks. If you want to recruit a Shaman or Sauromancer every turn or close, gold runs low fast. But OTOH you can use Falchioneers with Touch of Madness fairly early, and Falchioneers are better survivors than EWs. Using that approach works quite well after after an initial Javelin/EW rush.
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#5 I have tried games using both troops, and while this is certainly nothing more than anecdotal evidence, I have found that the Elite Warriors appear to out perform the Falchioneers in practice.
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Depends on what you're up against, or even the game settings. Against some targets, slightly smaller numbers of berserked Falchioneers will do the job as well as EWs, with less casualties. EWs work better vs high defense troops, with few or no missile support. At least that's my experience.
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On the other hand I'm open to input on potential ways that the falchioneers may be abused.
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Well, berserking them vs an army of shortbows is the only one I can think of. I like to use Einheres vs shortbows, and crazed Falchioneers aren't very different.
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God does not play dice, He plays Dominions Albert von Ulm
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January 12th, 2004, 12:52 AM
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Second Lieutenant
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Re: Alexander\'s ever-expanding Tome of Knowledge
Wonderful stuff Alex. Some things you mentioned I'd thought of, but others, like Flying Dwarven Thugs, I'd never have come up with in a million years. Just *reading* about those guys put a smile on my face 
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January 12th, 2004, 03:53 AM
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Second Lieutenant
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Re: Alexander\'s ever-expanding Tome of Knowledge
EVERYONE LOVES DRAGONS
In Dom1 Dragon pretenders were mediocre at best. It came a great (and welcome) surprise that they are dramatically better in Dom2. Part of this is becuase they now keep all but 2 levels of magic skill while in dragon form, and part is due to the new bless effects.
Even without improvement the dragons are "Thugs". They can be sent into many independent provinces alone and can beat down the locals. This does risk afflictions, but it's great for getting a fast start on the game.
As for my thoughts on the specific dragons;
RED DRAGON
Adding fire skill adds attack strength to it's melee ability, making this dragin even more thuggy than the others.
Fast research to Enchantment-1 provides the red dragon with Fire Shield, which further improves its early game ability.
Fire-9 provides the excellent bless effects of +3 attack and flaming weapons. This is a very synergistic effect (hit more, and hit harder) and is my favorite blessing.
For late game insanity have the red dragon with fire-9 (7 in dragon form) engage enemy armies and have it cast Heat from Hell and Fire Storm. You'll need a bunch of gems for the castings, but it's possible to incinerate whole armies this way.
BLUE DRAGON
Early research provides Quickness and Breath of Winter, which make the dragon much more formidable.
Water-9 provides the bless effect of +4 defense and "50% quickness". Not bad at all.
In the midgame the spell Grip of Winter might help deal with large forces. This is not as dangerous as the red dragon, but the reserach will be done ages earlier.
GREEN DRAGON
Reasonable research provides Personal Regeneration and Elemental Fortitude. Not bad, but not as thuggy as the other dragons.
Nature-9 provides the bless effect of Beserk +3 and Regeneration. This is an awsome set of effects and is well worth considering.
In fact if you are looking for a low cost pretender solution taking Nature-4 is a good way to go. This keeps the dragon cheap, and provides Beserk +1, which is a major boon for the sacred troops since it solves morale issues.
There are many late game nature spells that are nice, but most involve boosting troops rather than allowing the dragon extra power. That's not a bad thing, but nature mages aren't hard to find and I expect more from the pretender.
The only way to stretch the green dragon in the late game is to get it a level of water skill. That way it can cast Foul Vapors at the start of a battle.
While the green dragon lacks some of the personal power of the other two, it's ability to augment troops should be kept in mind.
[ January 12, 2004, 19:15: Message edited by: apoger ]
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January 12th, 2004, 07:18 AM
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Major General
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Re: Alexander\'s ever-expanding Tome of Knowledge
I added Ctis's normal units and ran a little test. This is what I got:
Deathmatch Power Ratings for 10000 rounds:
CT Militia ------------------ Wins: 7.1% Power: 109 Overall: 223
CT Light Inf ---------------- Wins: 35.7% Power: 636 Overall: 692
CT City Guard --------------- Wins: 59.8% Power: 1341 Overall: 1243
CT Heavy Inf ---------------- Wins: 67.3% Power: 1703 Overall: 1577
CT Falchioneer -------------- Wins: 47.8% Power: 936 Overall: 913
CT Slave Warrior ------------ Wins: 38.9% Power: 708 Overall: 732
CT Elite Warrior ------------ Wins: 57.3% Power: 1243 Overall: 1116
CT Runner ------------------- Wins: 27.8% Power: 471 Overall: 541
CT Swamp Guard -------------- Wins: 81.5% Power: 3011 Overall: 2275
CT Serpent Dancer ----------- Wins: 76.2% Power: 2359 Overall: 1657
CT Sacred Serpent ----------- Wins: 50.6% Power: 1019 Overall: 1000
Average --------------------- Wins: 49.9% Power: 1230 Overall: 1088
Median ---------------------- Wins: 50.6% Power: 1019 Overall: 1000
...........
Gauntlet Power Ratings for 10000 rounds:
CT Militia ------------------ Wins: 21.8% Power: 358 Overall: 560
CT Light Inf ---------------- Wins: 44.2% Power: 837 Overall: 913
CT City Guard --------------- Wins: 56.2% Power: 1203 Overall: 1134
CT Heavy Inf ---------------- Wins: 59.4% Power: 1326 Overall: 1201
CT Falchioneer -------------- Wins: 49.2% Power: 977 Overall: 1000
CT Slave Warrior ------------ Wins: 45.4% Power: 870 Overall: 933
CT Elite Warrior ------------ Wins: 55.9% Power: 1193 Overall: 1133
CT Runner ------------------- Wins: 38.0% Power: 687 Overall: 809
CT Swamp Guard -------------- Wins: 66.0% Power: 1629 Overall: 1354
CT Serpent Dancer ----------- Wins: 66.4% Power: 1653 Overall: 1378
CT Sacred Serpent ----------- Wins: 47.4% Power: 925 Overall: 972
Average --------------------- Wins: 50.0% Power: 1059 Overall: 1035
Median ---------------------- Wins: 49.2% Power: 977 Overall: 1000
As far as I can tell, Falchioneers are simply no darn good because their ambidextrity was set too low - I'd give them 3, minimum. They don't hit enough.
I also added hit rate, evade rate, and repel rate statistics. For example:
'CT Elite Warrior' versus 'CT Falchioneer' in 40000 bouts.
~ Attacker's Deathmatch Statistics ~
Score: ---------------------- 576
Wins: ----------------------- 57.68%
Losses: --------------------- 42.33%
Kills per battle: ----------- .58
Kills per round: ------------ .32
Deaths per battle: ---------- .43
Life expectancy (rounds): --- 3.80
Life expectancy (battles): -- 2.09
Avg. Rounds Elapsed: -------- 1.82
Avg. Rounds to Win: --------- 1.86
Avg. Rounds to Lose: -------- 1.77
Hit Rate: ------------------- 66.97%
Evade Rate: ----------------- 41.75%
Repel Rate: ----------------- 41.19%
Damage done per swing: ------ 3.81
Damage done per hit: -------- 5.69
Damage taken per hit: ------- 8.26
Hit damage taken per life: -- 22.38
Total damage taken per life: 22.91
The repel rate people had it right  41% repels is pretty severe. In the reverse case (not shown), the Falchioneer gets a 7% repel rate because of his lousy attack, and because the Elite Warrior has much higher morale. Repels and long weapons are very important to Ctis because of their low morale.
These stats are only for Ctis against Ctis, and thus a bit misleading. But I don't think Falchioneers hold up well to Swamp Guard / City Guard / Elites.
Sacred Serpents, on the other hand, are bad, bad bad. Except for the standard - I'd only use them for morale. I think they should be given poison immunity...
Regarding the usefulness of 10 devils -
They don't rout. The only time I had trouble with Devils in Doms I was when they got hit by Control Dead, and that doesn't affect Devils anymore. In Dom II I have not used them yet (harder to get into blood) but the sim indicates they are worth 7 heavy infantry... and that's without the heat effect. A squad of 10 devils should annihilate most standing armies... In Doms I, I even liked to use them against Ermor, since Banishment doesn't bother them much, so they were safe from friendly fire.
[ January 12, 2004, 05:39: Message edited by: Saber Cherry ]
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January 12th, 2004, 07:37 AM
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Re: Alexander\'s ever-expanding Tome of Knowledge
I think that pretty much anyone knows that Elite Warriors/Swamp Guard are superior to other C'tis infantry (especially falchioneers who pretty much suck unboosted, imo). But what we are discussing is Alex's Growing Fury -scenario. So, in other words both parties would be berserking so mrl and repelling wouldn't be _such_ big issues plus the falchioneers would get the needed boost to their attack skill. Considering that they're cheaper goldwise I'd really appreciate if someone ran the simulation with these changes.
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January 12th, 2004, 07:55 AM
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Major General
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Re: Alexander\'s ever-expanding Tome of Knowledge
Quote:
Originally posted by Windreaper:
But what we are discussing is Alex's Growing Fury -scenario. So, in other words both parties would be berserking so mrl and repelling wouldn't be _such_ big issues plus the falchioneers would get the needed boost to their attack skill.
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Hmmm... morale changes. Attack does not, since magical berserks give berserk level 0. Thus, they would no longer be repelled, but they'd still miss a lot.
I reran it with morale maxxed for all units:
Deathmatch Power Ratings for 10000 rounds:
CT Militia ------------------ Wins: 6.4% Power: 99 Overall: 191
CT Light Inf ---------------- Wins: 32.7% Power: 570 Overall: 588
CT City Guard --------------- Wins: 56.4% Power: 1209 Overall: 1080
CT Heavy Inf ---------------- Wins: 64.4% Power: 1549 Overall: 1341
CT Falchioneer -------------- Wins: 54.0% Power: 1125 Overall: 987
CT Slave Warrior ------------ Wins: 37.3% Power: 671 Overall: 652
CT Elite Warrior ------------ Wins: 55.2% Power: 1166 Overall: 1000
CT Runner ------------------- Wins: 27.4% Power: 463 Overall: 494
CT Swamp Guard -------------- Wins: 87.7% Power: 4421 Overall: 2947
CT Serpent Dancer ----------- Wins: 73.5% Power: 2120 Overall: 1461
CT Sacred Serpent ----------- Wins: 55.1% Power: 1164 Overall: 1045
Average --------------------- Wins: 50.0% Power: 1323 Overall: 1071
Median ---------------------- Wins: 55.1% Power: 1164 Overall: 1000
...........
Gauntlet Power Ratings for 10000 rounds:
CT Militia ------------------ Wins: 20.6% Power: 337 Overall: 506
CT Light Inf ---------------- Wins: 42.5% Power: 794 Overall: 828
CT City Guard --------------- Wins: 54.9% Power: 1157 Overall: 1039
CT Heavy Inf ---------------- Wins: 58.5% Power: 1289 Overall: 1107
CT Falchioneer -------------- Wins: 52.8% Power: 1087 Overall: 1000
CT Slave Warrior ------------ Wins: 43.8% Power: 827 Overall: 848
CT Elite Warrior ------------ Wins: 54.7% Power: 1150 Overall: 1040
CT Runner ------------------- Wins: 37.4% Power: 672 Overall: 747
CT Swamp Guard -------------- Wins: 70.2% Power: 1876 Overall: 1386
CT Serpent Dancer ----------- Wins: 64.8% Power: 1570 Overall: 1254
CT Sacred Serpent ----------- Wins: 49.9% Power: 997 Overall: 952
Average --------------------- Wins: 49.9% Power: 1068 Overall: 973
Median ---------------------- Wins: 52.8% Power: 1087 Overall: 1000
Not much different - both Falchion units improve a bit. Spear and Trident units drop slightly. But still, City Guard beats Elite Warriors and Falchioneers, plus is more durable (prot=14) and arrow-resistant (shield). And cheaper in gold then either of them (midway in resources).
Here's the new 1-on-1:
'CT Elite Warrior' versus 'CT Falchioneer' in 40000 bouts.
~ Attacker's Deathmatch Statistics ~
Score: ---------------------- 468
Wins: ----------------------- 46.86%
Losses: --------------------- 53.15%
Kills per battle: ----------- .47
Kills per round: ------------ .31
Deaths per battle: ---------- .54
Life expectancy (rounds): --- 2.44
Life expectancy (battles): -- 1.57
Avg. Rounds Elapsed: -------- 1.57
Avg. Rounds to Win: --------- 1.58
Avg. Rounds to Lose: -------- 1.55
Hit Rate: ------------------- 66.63%
Evade Rate: ----------------- 40.98%
Damage done per swing: ------ 3.66
Damage done per hit: -------- 5.49
Damage taken per hit: ------- 8.26
Hit damage taken per life: -- 20.98
Total damage taken per life: 21.48
Note that statistics are not shown if they are 0% (in this case, repels, ties, timeouts, and poison deaths).
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January 12th, 2004, 09:25 AM
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Corporal
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Re: Alexander\'s ever-expanding Tome of Knowledge
Quote:
Originally posted by Saber Cherry:
'CT Elite Warrior' versus 'CT Falchioneer' in 40000 bouts.
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Hm, who hit who first? I.e. Did the EW or F get her attacks in first? There's a good probability that this means game'n'match in these kind of statistics.
Can the tests be run like F vs. EW?
- Humer
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