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January 27th, 2006, 04:11 PM
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Colonel
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Join Date: Aug 2005
Posts: 1,606
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Re: Couple of questions
smiths with magma eruption=good, as for kings/queens they are best as scs but guys like trolls good support casters. as for no using life draining weapons if using cb then i agree as they have been toned down, almost all artefacts are useful and to get troops to the front try to get flying ship. good summons are: massed vine ogres (cast by vine-kings or units with the vine hat thing), abominations, ghost riders, tartarians and a few others
ps:try to give all your thugs/sc's luck, regen and reinvig
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January 27th, 2006, 05:47 PM
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Second Lieutenant
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Join Date: Jan 2004
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Re: Couple of questions
Does any spell allow you to move multiple commanders? Due to the limited Army setup screen, I tend to gather stacks independant of eachother, and then move them to a central staging area. For example, right now at one of my rear forts, I have 2 smiths summoning what i intend them to lead, a Black knight Commander with his calvary, and am in the process of filling out a Ulm commander with infantry. I have additional mages moving to a midway rally point at which they will sit till the Ulm infantry is done.
If they are all personal spells however, I will have to change the way I recruit recruiting only infantry in rear areas, limiting rear recruiting to indie mages. I would also have to setup a series of labs behind the front lines where stacks could form up.
It is hell trying to issue orders when commanders are presant that aren't ment to be in that particular stack.
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January 27th, 2006, 06:25 PM
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Lieutenant General
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Join Date: Dec 2003
Location: Alaska
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Re: Couple of questions
Quote:
OG_Gleep said:
Does any spell allow you to move multiple commanders?
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No.
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January 27th, 2006, 11:03 PM
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General
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Join Date: May 2004
Location: Seattle, WA
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Re: Couple of questions
Well, first of all you should move all your summoners to the securest lab closest to the front. What is the sense in summoning some units only to make them walk all the way there? With summoning, your mage is like a factory and if your factory can walk then it should
You should definitely move the bulk of your slow troops with magic. Moving additional commanders to the front can be done with Flying Boots. Just forge some up and hand them out to new commanders as they leave for the front. Then drop them off at the closest lab to the front for the next commander.
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February 4th, 2006, 05:07 AM
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Second Lieutenant
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Join Date: Jan 2004
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Re: Couple of questions
In my current game I am using your suggestion, the flying boots one...its working quite well. Normally though, I don't have one front. So I keep summoners at the half way point so they can get to either end relativley fast.
As far as the troops are concnered, do most people use 25 LD commanders? I notice some people saying they rarely use mortal commanders opting for mages instead. Most mages have a natural LD of 10, 10 isn't big enough for one squad in my armies. Unless you deck out your transporters in magical LD enhancing gear, I'd assume you'd need a lot of em to ferry troops around.
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February 4th, 2006, 06:48 AM
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Corporal
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Join Date: Jan 2006
Location: Ottawa, ON, Canada
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Re: Couple of questions
well, if you assume that you are generally trying to recruit a mage every turn, you generally will end up with a lot of them lying around, ready to transport your troops around, not to mention being the real damage-do'ers in battle later in the game.
this might not be the case in a poor world, but otherwise, lots of mages shoudl be the norm (at least when i play).
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February 4th, 2006, 08:36 AM
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Colonel
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Re: Couple of questions
feel free to make non-mages in indies, thats what i do (or use a summoned general)
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February 6th, 2006, 03:36 PM
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General
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Join Date: Jun 2003
Location: az
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Re: Couple of questions
regular commanders are rarely worth buying unless you're trying to slow down assassins.
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February 6th, 2006, 03:42 PM
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Colonel
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Join Date: Aug 2005
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Re: Couple of questions
or need someone to transport your troops and are far away from any mage recruitment centers
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