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  #31  
Old September 7th, 2008, 04:48 PM
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HoneyBadger HoneyBadger is offline
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Default Re: Turtlers and Rushers?

I've tried a full on kamikazi with Sombre's Warhammer Ogres-and even though I individually ended up conquering just about every province and nation that I came across (I had something like 12 slave giants with my army), but I got so over-extended without having PD and defensive armies in place to provide good income, that it ended up a grueling grindfest by the lateish middle game, even on a very small map.

So if you have a lot of nations to play against, then it doesn't work so well, but only 1 or 2, and it can really work out great.
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Last edited by HoneyBadger; September 7th, 2008 at 04:56 PM..
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  #32  
Old September 7th, 2008, 04:49 PM

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Default Re: Turtlers and Rushers?

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Originally Posted by AreaOfEffect View Post
I'm willing to agree that the player is more important then the nation when it comes to play style. The nation is, more often then not, a tool for that person's style. If the nation does not facilitate that style, then, more often then not, that player will refrain from choosing that nation.

As for my style, I like high research and taking things one turn at a time. I'm always willing to end a war on the spot if the opponent gives me reason to. I determine that some times it is better to turtle while at other times I recognize the need to take aggressive action. For that reason I like it best when I can build a nation with options. I like my researchers to be competent battle casters. I hate nothing more then being tied to an aggressive rush strategy. It's one of the basic reasons why I will never triple bless ever again... unless I'm LA Ermor.


Ooooh I love blesses!

I basically try to rush to choke points - and then progress from there.
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  #33  
Old September 7th, 2008, 11:55 PM

Dragar Dragar is offline
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Default Re: Turtlers and Rushers?

It all depends on situation really, and its all about risk/reward and the cost of growth.

War is typically much more expensive than indie growth, so I will tend to avoid it, unless I am contesting land very early on with another nation.

To sit and not grow in land during the early stages I think is a bit suicidal, you will be outmatched by a decidedly larger opponent. I would only turtle if waiting for a key enabler, such as a specific spell critical to my strategy, or if any available war would likely cost me more than it would gain - in which case I'm in trouble as its guaranteed someone else on the map is going to be expanding.
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  #34  
Old September 8th, 2008, 11:20 AM

Zeldor Zeldor is offline
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Default Re: Turtlers and Rushers?

Sun Tzu says:
"Thus one who excels at warfare first establishes himself in a position where he cannot be defeated while not losing any opportunity to defeat the enemy."
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  #35  
Old September 8th, 2008, 01:40 PM

Aezeal Aezeal is offline
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Default Re: Turtlers and Rushers?

Well he can say what he want but that way he won't win Dominions 3 cus a position where you can't be defeated isn't that easy to obtain against much larger enemies in MP, they will catch up their research and then crush you.. ir just crush you right away
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Want a blend of fantasy and sci-fi? Try the total conversion Dominions 3000 mod with a new and fully modded solar system map.
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New and different undead nation? Try Souls of Shiar. Including new powerfull holy magic.
In for a whole new sort of game? Then try my scenario map Gang Wars.
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  #36  
Old September 8th, 2008, 05:23 PM
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JimMorrison JimMorrison is offline
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Default Re: Turtlers and Rushers?

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Originally Posted by Aezeal View Post
Well he can say what he want but that way he won't win Dominions 3 cus a position where you can't be defeated isn't that easy to obtain against much larger enemies in MP, they will catch up their research and then crush you.. ir just crush you right away

You miss the beautiful clarity of Sun Tzu.....

You see, he didn't say "delude yourself into thinking you cannot be defeated".
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  #37  
Old September 8th, 2008, 06:30 PM
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Default Re: Turtlers and Rushers?

'Know your enemy, know yourself, and in a thousand battles you'll never suffer a single defeat.'

My copy of Sun Tzu is around here somewhere, but I'd have to look for it...so that might not be the exact wording.
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  #38  
Old September 8th, 2008, 08:06 PM
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AdmiralZhao AdmiralZhao is offline
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Default Re: Turtlers and Rushers?

Quote:
Originally Posted by HoneyBadger View Post
'Know your enemy, know yourself, and in a thousand battles you'll never suffer a single defeat.'
Sun Tzu had never heard about an open ended D6...
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  #39  
Old September 8th, 2008, 08:14 PM

chrispedersen chrispedersen is offline
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Default Re: Turtlers and Rushers?

Sun Tsu took 100 concubines and with them defeated the best of chinas professional forces.

I think he could handle an open ended d6.
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  #40  
Old September 8th, 2008, 10:20 PM

Aezeal Aezeal is offline
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Default Re: Turtlers and Rushers?

Knowing yourself and your enemy won't help that much if you're outnumbered 10:1 and fighting with sticks n stones against guns.

CHRIS STOP SENDING ME TURN FILES FOR THAT DAMN GAME I'VE FINISHED LONG AGO!!!
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Want a blend of fantasy and sci-fi? Try the total conversion Dominions 3000 mod with a new and fully modded solar system map.
Dragons wanted? Try the Dragons, Magic Incarnate nation.
New and different undead nation? Try Souls of Shiar. Including new powerfull holy magic.
In for a whole new sort of game? Then try my scenario map Gang Wars.
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