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September 19th, 2005, 10:35 AM
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Corporal
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Join Date: Jun 2004
Location: England
Posts: 167
Thanks: 1
Thanked 4 Times in 1 Post
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Fighting Commanders and Equipment.
I have a real issue with basic commanders and equipment.
There doesn't seem to be any feasible way of using them in combat other than as leadership trucks to deliver troops to a battle or as subsiduary casters by giving them missle weapons/items that cast spells (sceptre of authority etc).
Whenever I go to the craft item screen I see loads and loads of weapons that I just never ever craft. Am I missing something here ?
If I set commanders to attack they always seem to just get jobbed in a heartbeat, I want to be able to craft stuff like hunters knives or basic upgrades on chainmail etc but I almost dont see the point. When you set them to attack they usually outdistance their troops and get offed. Maybe Dom 3 needs a command for the leader to fight amongst the ranks.
Is it just me or do other people have the same thing ?
Spiro
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September 19th, 2005, 11:16 AM
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First Lieutenant
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Join Date: Feb 2005
Posts: 693
Thanks: 0
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Re: Fighting Commanders and Equipment.
Base commanders arn't too helpful in melee combat. As you point out, they often get killed too easily. Most people put good equipment on tougher commanders - Bane Lords, Firbolgs, etc.
For regular (non mage) commanders, a ranged weapon is usually the best option.
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September 19th, 2005, 11:22 AM
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Second Lieutenant
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Join Date: Oct 2003
Posts: 477
Thanks: 0
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Re: Fighting Commanders and Equipment.
General commanders are a bit useless, yes.
It'd be cool if they had leadership traits, or something like that.
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September 19th, 2005, 11:30 AM
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Sergeant
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Join Date: Jan 2005
Location: Germany, Leverkusen
Posts: 262
Thanks: 0
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Re: Fighting Commanders and Equipment.
There are some Base commanders who are also usefull for combat: Niefel Giants and maybee assasins.
But normaly you have to summon commnder to get the magic items to work: Try the Bane Lord, or a Ice Devil, or a combatpretender(any titan) and you will see that they are not too weak (Try giving them the boots(of hase?) and the wraith sword and do not wonder if you change your tactics to super combatants.
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September 19th, 2005, 12:44 PM
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National Security Advisor
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Join Date: Sep 2003
Location: Eastern Finland
Posts: 7,110
Thanks: 145
Thanked 153 Times in 101 Posts
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Re: Fighting Commanders and Equipment.
Niefel Giants are good combatants, but so are the lesser ones. Jotun Jarls are all sacred, have better skills and equipment than Jotun soldiers, and aren't much more expensive when you factor the halved upkeep in.
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September 19th, 2005, 01:21 PM
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Corporal
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Join Date: Jun 2004
Location: England
Posts: 167
Thanks: 1
Thanked 4 Times in 1 Post
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Re: Fighting Commanders and Equipment.
Oh aye, I use varying forms of SC when I play. But I can't help but feel that maybe the lower commanders should be able to interact with items against other normal troops with a little bit of survivability. Its not just their base stats I don't think.
Its the way the troops move about, they invariably either never reach the combat as the opponent has routed or they stand out too far and get overwhelmed. I would love to be able to tell my commander (or troops) To allow him to fight in the ranks to allow him his superior attacks on the enemy and be protected on his sides by his own men. As is I am restricted to setting him to attack and his troops to guard him which I'm still trying to figure out if it works.
Im about to try some werewolf commanders with flesh eaters, penadants of luck, lycantropos amulets, shroud of the battle saint and horned helms. See how they work out. Obviously I will be aiming them at normal armies or PD stuff, but it wasnt too hard to kit em out.
Spirokeat
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September 19th, 2005, 01:42 PM
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Lieutenant General
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Join Date: Dec 2003
Location: Alaska
Posts: 2,968
Thanks: 24
Thanked 221 Times in 46 Posts
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Re: Fighting Commanders and Equipment.
Quote:
spirokeat said:
lycantropos amulets
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Werewolf commanders already have regeneration, so this is a bit redundant (unless of course this is this reason they are werewolf commanders ).
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September 19th, 2005, 02:01 PM
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Sergeant
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Join Date: May 2004
Posts: 338
Thanks: 0
Thanked 0 Times in 0 Posts
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Re: Fighting Commanders and Equipment.
The regeneration of the amulets stacks with the native regeneration.
There is a chance for the werewolves to be transformed into skinshifters. Rather weird.
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September 19th, 2005, 02:11 PM
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Lieutenant General
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Join Date: Dec 2003
Location: Alaska
Posts: 2,968
Thanks: 24
Thanked 221 Times in 46 Posts
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Re: Fighting Commanders and Equipment.
Quote:
Molog said:
The regeneration of the amulets stacks with the native regeneration.
There is a chance for the werewolves to be transformed into skinshifters. Rather weird.
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I thought perhaps he was referring to the skinshifters as werewolves (there are so many units in the game it can take a while to learn the terminology ).
Anyway, the amulets do stack, but if you already have regeneration there are better options for your misc slot (and your gems).
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September 19th, 2005, 02:25 PM
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First Lieutenant
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Join Date: Feb 2005
Posts: 693
Thanks: 0
Thanked 0 Times in 0 Posts
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Re: Fighting Commanders and Equipment.
Quote:
But I can't help but feel that maybe the lower commanders should be able to interact with items against other normal troops with a little bit of survivability. Its not just their base stats I don't think.
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Yeah, I agree. Part of the problem is that groups (much less a commander) don't stay together if they have differing moves. This can be helpful sometimes (elephants, etc.) but other times its a problem. It can be difficult to use units and commanders with the Standard ability (the one that helps morale) because of this.
The other half would be you usually have a lot more normal units than commanders, and they get overwhelmed, even with some ok equipment.
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