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  #1  
Old January 30th, 2004, 07:32 AM

asparagus asparagus is offline
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Default Re: Early strategy suggestions

As the saying goes....

Quote:
"An army of sheeps lead by a lion can defeat an army of lions lead by a sheep"
I usually start out with a pumped up commander (like a spellcaster with priestly powers) usually to make him perform double duty. A high leadership rating would be a plus when selecting a commander, around 25 would do but 10 is bad. Make this commander lead the cheapest units as possible... a militia is good here coz it can hul stones as well as attack in close range.

It doesn't matter if all of your units are militia or archers... your goal here is to stay on top with superior numbers.
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  #2  
Old January 30th, 2004, 08:00 AM

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Default Re: Early strategy suggestions

another suggestion: hire mercs. you'll get huge potential to your early-exploration.

[ January 30, 2004, 06:01: Message edited by: void ]
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  #3  
Old January 30th, 2004, 08:07 AM
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Graeme Dice Graeme Dice is offline
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Default Re: Early strategy suggestions

The starting strategy you use is highly dependant on which nation you pick, what kind of pretender you have chosen, and most especially, what the independents strength setting is. At 3, your starting army should be able to take on just about any province other than the ones with lance-equipped heavy cavalry, Knights, and dark vines. At independents 6, you should be able to take a province on turn two with most nations, and only a very few will have to wait till turn three. This usually only occurs when you get rather unlucky in your choices for starting provinces.

As an example, I'll take Pythium, which has a fairly easy time with most heavy infantry provinces. With Pythium, a workable starting strategy is to pick a very low cost pretender like the oracle, and give it astral 4. Then put your scales at order 3, prod 3, growth 1, magic 2, dominion 7, wizard's tower. You could also have similar setups with the sacred statue, or even the blood fountain if you feel like getting into blood magic later. You'll be relying on your powerful national mages for your magical firepower in this setup, but that's not a problem for Pyhtium, especially with the cheap, fast-building wizard's tower.

In the first turn, I take and put all of my units together in a single squad, then place it as far forward as possible and set them to fire closest. I then put te centurion back as far towards the back as possible and put him on (hold)(hold)(hold)(hold)(hold) stay behind troops. I don't want a lucky crossbow bolt to kill him and rout my initial army.

I then decide whether to purchase a theurg or theurg acolyte. With magic 2, theurg acolytes make excellent magic researchers, so they are a good choice. In a neutral magic dominion, I'd probably pick a theurg. I put the oracle on research, then decide whether I want quickness (alteration 2), lightning bolt(evocation 2) or the site searching spells (thaumaturgy 2) first. Usually I'd go for quickness first, then head straight for orb lightning. It would also work to go for thaumaturgy 4 early to get paralyze, or to go for construction magic and use your very large initial gem income in some manner.

Once I've made this initial choice, I purchase a standard bearer, and as many principes as I can for the turn. Principes have the best morale of the javelin equipped legionairies, have decent protection, and have tower shields to catch independent arrows. I also bid on any mercenaries that might be available.

In turn 2, I look at the surrounding provinces, and try and find one that lists units of types: militia, light infantry, heavy infantry, archers, crossbows. I avoid heavy cavalry and knights until much later, and try and get a province that reports less than 4 enemy units. I send my initial army (with the principes and the standard bearer added into the initial squad) to this province, then purchase new units and move onto the next turn. On higher independents settings I will purchase a few assasins instead of mages in the early turns to use for expanding into provinces. Assasins only have to fight against commanders (and sometimes a bodyguard if they have one), and can thereby remove the leaders from an independent nation. An army with no leaders autorouts, so an assasin can take on fairly difficult provinces in a matter of a few turns.

That's an initial starting strategy that I've used a bit, it works fairly well to get you initial expansion off the ground.
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  #4  
Old January 30th, 2004, 03:23 PM
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Gandalf Parker Gandalf Parker is offline
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Default Re: Early strategy suggestions

a) put everyone on patrol except a scouting unit.

b) send the scout in the direction you will be the weakest (no mountains, water, chokepoints, to strengthen your position)

c) turn taxes up to 200%

d) hire whatever mercs are available, offer 10 more than they ask (in a multiplayer game make that 57 more)

e) if you have a pretender heavy in magic then have it research "Enchantment" to level 1

f) make at least one commander every turn. A scout if nothing else. A leader if your leader is full. A mage if you can afford it. Save priests for about turn 10 or later.

g) use the formation button to see what troops you have. More importantly what ones you dont have and wont have even with the mercs. If you are low on cheap frontline fodder then build those. If you have no shooters then build those. flankers? flyers?

h) ok thats the end of turn 1

Now IF you have played your nation for abit you should see at least 1 spot where those instructions will not fit who you are playing or the way you play or who you are up against. If not, then those instructions will probably be good enough.

Dont leave home without mercs in the front line, or at least twice the army you started with. Dont leave home without turning the taxes back down or a large group of cheap fast units left home to patrol. Research magic getting 1 lvl of enchantment, then 1 evocation, 1 alteration, 2 in construction, 3 conjuration all in that order, then go get 2 enchantment, 2 evocation, 2 alteration, 1 thaumaturgy, 1 blood then start working toward 4 construction.

[ January 30, 2004, 13:33: Message edited by: Gandalf Parker ]
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This game is NOT suitable for students, interns, apprentices, or anyone else who is expected to pass tests on a regular basis. Do not think about strategies while operating heavy machinery. Before beginning this game make arrangements for someone to check on you daily. If you find that your game has continued for more than 36 hours straight then you should consult a physician immediately (Do NOT show him the game!)
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  #5  
Old January 30th, 2004, 07:52 PM
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aldin aldin is offline
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Default Re: Early strategy suggestions

...and back to pretender creation for a moment. When you're having a hard time getting started, a "combat pretender" can really help turn the tide of those early battles. Try picking a pretender that costs a lot of points but has little or no magic ability - those are combat pretenders. Also, make sure you buy dominion up to at least five or so. A higher dominion will help you get information from nearby provinces without having a scout there.

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  #6  
Old January 31st, 2004, 02:02 AM
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Default Re: Early strategy suggestions

If everything else fails (of just to have some spectacular fun!) try a dragon.

Now that dragons have the +5 fear effect (I'm pretty sure they didn't use to) they can take on armies even though they don't trample.

Take a dragon pretender, boost with fire, air and earth if you want. Change him into dragon form and set orders to fire.

Send him alone to conquer provinces. As soon as you can equip him with amulet of missile protection and ring of regeneration, do so. Some type of helmet is also good. The horned helmet gives the dragon a much needed extra attack.

I tried this recently, lamenting the fact that dragons don't trample, and to my great success the fear (which I hadn't noticed) made all the difference. I conquered 12, independent strength 5 provinces, and trounced up some tough Ulm armies before finally being defeated on the gates of Ulm.

Definitely something to try if you have trouble getting started.
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  #7  
Old January 31st, 2004, 05:08 AM
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Graeme Dice Graeme Dice is offline
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Default Re: Early strategy suggestions

Quote:
Originally posted by Adept:
Take a dragon pretender, boost with fire, air and earth if you want. Change him into dragon form and set orders to fire.
Giving a dragon any magic other than their starting path is hideously expensive at 80 points to start. You can get two scales for that price.
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