.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

Raging Tiger- Save $9.00
winSPMBT: Main Battle Tank- Save $5.00

   







Go Back   .com.unity Forums > Illwinter Game Design > Dominions 3: The Awakening

 
 
Thread Tools Display Modes
Prev Previous Post   Next Post Next
  #16  
Old February 27th, 2007, 08:07 PM

danm danm is offline
Corporal
 
Join Date: Sep 2006
Posts: 64
Thanks: 1
Thanked 4 Times in 2 Posts
danm is on a distinguished road
Default Re: 10 heavy cavalry vs some troops & mages

Ezco seems like such a swell and likable guy, that I can't help tossing in my own pointless and useless reply onto the heap )

I'd put 3 cavs about 2/3s "up" and at the very front, assigned to attack closest. The rest at the very bottom in the middle, on attack archers (I've had consistantly better luck with that than rearmost -- neither is foolproof)

The hope would be that the forward force would get everyones attention and then route without being eliminated, to draw troops away from the "real" attack force. The "some troops" will chase the decoy all the way off the field, giving your strike team the best chance at causing harm to the softies in the back.

Even better would be to fill the "decoy" position with the cheapest commander you can find, and a smallish pile of militia scripted to defend commander. Set the commander to attack rearmost for 2 turns and then retreat. That way you get a cheaper ad more effective decoy, and can use all your cavalry to best effect eating archers/mages.
Reply With Quote
 

Bookmarks


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 10:40 AM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.