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October 19th, 2006, 06:51 PM
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Major
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Join Date: Jan 2006
Posts: 1,055
Thanks: 4
Thanked 29 Times in 13 Posts
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Re: Tactics: Principles, Tips, Tricks, and Traps
Haha shovah ... that's actually a very cute trick. Requires A LOT of setup but still, it can have the chance to catch someone offguard and really cripple them =).
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October 19th, 2006, 07:56 PM
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Shrapnel Fanatic
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Join Date: Oct 2003
Location: Vacaville, CA, USA
Posts: 13,736
Thanks: 341
Thanked 479 Times in 326 Posts
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Re: Tactics: Principles, Tips, Tricks, and Traps
I used to love using that tornado spell to snatch commanders out of a moving army and bring them to a lab full of charmers.
A) he is down one commander
B) the units that he lead might get left behind when his army moves
C) his units rout easier
D) I get a new commander
E) I get any equipment he had on him
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-- DISCLAIMER:
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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October 19th, 2006, 08:02 PM
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Brigadier General
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Join Date: Oct 2006
Location: Northern Ireland
Posts: 1,923
Thanks: 2
Thanked 5 Times in 5 Posts
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Re: Tactics: Principles, Tips, Tricks, and Traps
Thanks KB, its also not very risky aslong as you dont send in a big ammount of troops and he cant reach any valuable mages/troops. Basically if he has any commanders left at all alot of the troops will be left behind if he moves allowing you to kill them while they are split up, if he dosnt have any then he wont move and you will rout and kill them all and if he has the majority of his troop leading commanders left then either you have killed a hell of alot of mages/back-up commanders(leaving him vunerable to a repeat) or you didnt attack enough. The biggest risk is the fact that it used alot of gems.
Thats a nice idea gandalf, i'll actually consider trying that with some-one (probably man, it has the right paths) and see how it works for me.
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October 19th, 2006, 08:10 PM
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First Lieutenant
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Join Date: Oct 2006
Location: East Norriton, PA
Posts: 744
Thanks: 3
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Re: Tactics: Principles, Tips, Tricks, and Traps
The problem is, the payoff for that tactic (assassinate + cutoff retrest) is very low. Against weak armies it works, but if the target is juicy at all, it is probably led by some beefy commanders, who would laugh in the face of assassination attempts (Especially with bodygaurds).
It has low risk though, as he would have attacked you to get in that position anyways, so you know his commanders and you can probably see if he has troops with "gaurd commander" as well.
Just watch out for any of HIS flying commanders to swoop in and a big boost of PD. The plan could backfire into forcing the enemies hand to create a big fortified province in the center of your lands .
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October 19th, 2006, 08:20 PM
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Brigadier General
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Join Date: Oct 2006
Location: Northern Ireland
Posts: 1,923
Thanks: 2
Thanked 5 Times in 5 Posts
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Re: Tactics: Principles, Tips, Tricks, and Traps
Yes basic assasinations are poor (though en-mass they can be ok) but other things arent. Extremely massed seeking arrows, that tornado spell, mind hunts, Strong(void spectres, heliophagi ect) stealthy commanders with black hearts, summon tupilak (kick *** long range assasination), dreams of rlyeh (very kickass long range assasination of doom) and of course, pimped out assasins (a demonbred slayer with boots of strength, robe of shadows, girdle of might and ring of the warrior is nasty, huge strength (above 20 atleast), great attack, 2 strongly poisoned attacks, ethereal AND flying (so he can strike the first blow).
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October 19th, 2006, 08:59 PM
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Sergeant
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Join Date: Oct 2006
Posts: 238
Thanks: 0
Thanked 11 Times in 3 Posts
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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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October 20th, 2006, 01:00 AM
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First Lieutenant
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Join Date: Oct 2006
Location: East Norriton, PA
Posts: 744
Thanks: 3
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Re: Tactics: Principles, Tips, Tricks, and Traps
That was the idea I thought
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October 20th, 2006, 01:32 AM
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Sergeant
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Join Date: Oct 2006
Posts: 238
Thanks: 0
Thanked 11 Times in 3 Posts
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Re: Tactics: Principles, Tips, Tricks, and Traps
Quote:
FAJ said:
That was the idea I thought
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Then I misread it, sorry.
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October 20th, 2006, 12:38 PM
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Second Lieutenant
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Join Date: Aug 2004
Location: Argentina
Posts: 478
Thanks: 0
Thanked 0 Times in 0 Posts
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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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" Jefe, le presento a Manuk, el hombre de la sonrisa de hierro "
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November 8th, 2006, 05:58 AM
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General
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Join Date: Oct 2006
Posts: 3,445
Thanks: 85
Thanked 79 Times in 51 Posts
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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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