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  #1  
Old October 19th, 2006, 08:59 PM

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Default Re: Tactics: Principles, Tips, Tricks, and Traps

An alternate on cutting off a retreat is to take the province or provinces directly behind the enemy with fliers and/or stealth units. That way when the big army routs the survivors will retreat into your or independant territory and die without a fight.
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Old October 20th, 2006, 01:00 AM
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Default Re: Tactics: Principles, Tips, Tricks, and Traps

That was the idea I thought
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Old October 20th, 2006, 01:32 AM

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Default Re: Tactics: Principles, Tips, Tricks, and Traps

Quote:
FAJ said:
That was the idea I thought
Then I misread it, sorry.
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Old October 20th, 2006, 12:38 PM
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Default Re: Tactics: Principles, Tips, Tricks, and Traps

asasinating is good but PD raised at lvl 1 will prevent army from routing (you get a commander immune to assasination) even with no real commanders.
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Old November 8th, 2006, 05:58 AM
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Default Re: Tactics: Principles, Tips, Tricks, and Traps

I'd like to add my own meager strategic insight: namely to not let yourself focus on any one tactic or logistic or strategy to the exclusion of all others. This is a trap I tend to fall into-if you want to build a strong artillery, then make sure you have the foot and calvalry you're going to need to capitalize on it. Don't try to outfit your commanders with so much bling that you can't cast mass-effect spells back at the other nation who's hitting you with evocation 9. Don't raise the defense in a single province to 240 expecting that the other guy won't be able to break though it, because the other guy will, one way or another. If you can bless one Jotun jarl or a hundred flagellants, bless the flagellants unless you have a very good reason not to. And as a side note-when defending provinces, raising province defense is fine, but consider what that point of defense specifically is buying you: if it's giving you Jotun militia and spear, raise it up to 20 and then add some human sized archers if you're able to, or heavy infantry/calvalry, or even some slingers. Try to look at what you've got as a whole, instead of as individual parts, because all those parts fit together into a machine, and how well that whole machine works dictates how well you do in the game.
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Old November 8th, 2006, 06:40 PM
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Default Re: Tactics: Principles, Tips, Tricks, and Traps

I have three little ones.

1: Javelineers rule.

2: Against most standard commanders, a Succubus with enough Blood magic to cast Hellbind Heart really comes in handy if you try an assassination in mid-attack. I usually try the spell twice, then just use an enchanted weapon. (Usually Heartfinder Sword. Who am I kidding, always heartfinder sword.) Charm would also be a good one for any assassin, theoretically.

3: Tying in with the last one, be sure to bring a decent supply of commanders along when attacking. Especially if your foe has attack spells he doesn't need to aim. (Or the aforementioned mind-control magic)

And I'm definitely going to remember the Tornado Charm. Thanks much!
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Old November 9th, 2006, 12:06 PM
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Default Re: Tactics: Principles, Tips, Tricks, and Traps

"Tornado & Charm" has been my favorite since I came up with it. Its much more efficient than assassins that move, assassinate, move, assassinate. The Tornado/Charm is much easier to actually target his armies with. And you get some great commanders from it while hurting him at the same time. Ive even gotten multiple prophets, and one pretender (Dom2, not sure if Dom3 prevents that)

Setup a lab someplace as a capture factory. A Garnet Amazon province works well. One or two air mages to cast tornado, then a bunch of blood mages to cast hellbind heart. As soon as you get a commander, put all his equipment into the lab and start him moving to the capital to pick up troops.

But dont put any PD into it. That messes things up. Especially if you get archer PD. You want units that you can tell to stay out of the fight for a couple of rounds, then attack whatever is too powerful to charm.
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