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  #21  
Old March 10th, 2004, 11:34 PM
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Default Re: Units seldom used.

Quote:
Originally posted by Wauthan:
By the way, what are your thoughts about the Villian unit? Stealthy is good I know but I never use them if I don't happen to build a fortress on that site.
Villains are just like Woodsmen but worse in every way, and even need Blood searching just to recruit them. -1 gold, +1 att/def/mrl and they would be useful, though still not as good as woodsmen.
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  #22  
Old March 10th, 2004, 11:44 PM
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Default Re: Units seldom used.

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Villains are just like Woodsmen but worse in every way, and even need Blood searching just to recruit them. -1 gold, +1 att/def/mrl and they would be useful, though still not as good as woodsmen. [/QB]
I gave them -1 att/def/mrl and gave them prec 12 and composite bows myself. I don't remember the exact description I wrote for them but in essence these guys are the kind of cowards that would never stand up to another man in a straight fight, but gladly shoot him in the heart thirty paces away. Especially if they could shot him in the back first. They became the most easily routed sharpshooters in the game this way. Great if well protected but if they actually get hurt they'll run for cover.

[ March 10, 2004, 21:46: Message edited by: Wauthan ]
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  #23  
Old March 10th, 2004, 11:54 PM
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Default Re: Units seldom used.

C'tis Militia: Extremely good fodder, comes in great amounts

Falchioneers: Extremely good fodder killers, good against Ermor.

Slave Warriors just suck, don't use them. Elite Warriors cost 1 more gold and a few more resources for +6 more armor.

What I don't know is why you would use Serpents and Snake Dancer things. Serpents are replaced by fantacism-casting priests and snake dancers die too easily. No bless effect would make them worth it even if they are resistant to poison. Slingers + Dancers don't do crap. The dancers die and then the slingers are open for attack.
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  #24  
Old March 10th, 2004, 11:58 PM
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Default Re: Units seldom used.

Quote:
Originally posted by Wauthan:
I gave them -1 att/def/mrl and gave them prec 12 and composite bows myself. I don't remember the exact description I wrote for them but in essence these guys are the kind of cowards that would never stand up to another man in a straight fight, but gladly shoot him in the heart thirty paces away. Especially if they could shot him in the back first. They became the most easily routed sharpshooters in the game this way. Great if well protected but if they actually get hurt they'll run for cover.
I see your reasoning, but I don't think that a villain (or bandit) has (on average) a better precision than a trained archer. Somebody that determined to learn a skill like archery (and we're no talking about our modern wuss compound bows )has other options in life. Your theme works in AD&D, but not in a "military" game.

But then again, that's the good thing about easy modding, I guess, to be able to change what one does not agree with.
Anyway, very useful and entertaining thread.

[ March 10, 2004, 22:00: Message edited by: Tricon ]
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  #25  
Old March 11th, 2004, 12:02 AM
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Default Re: Units seldom used.

Quote:
Originally posted by Argitoth:
What I don't know is why you would use Serpents and Snake Dancer things. Serpents are replaced by fantacism-casting priests and snake dancers die too easily. No bless effect would make them worth it even if they are resistant to poison. Slingers + Dancers don't do crap. The dancers die and then the slingers are open for attack.
Well, you don't necessarily have level 4 priests following every single one of your armies, but you can easily and very cheaply put Serpents in every squad. With C'tis' pitiful morale, every little bit helps.

And for Snake Dancers, I dunno...I'd think with a high water blessing they'd be pretty nice. Darn cheap, too.
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  #26  
Old March 11th, 2004, 12:09 AM
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Default Re: Units seldom used.

Quote:
Originally posted by Wauthan:
Good to hear that C'Tis Falchioneer and Elite Warrior got their uses. If a bit more specialised one then I hoped for.
Why "specialized"? Neither of them can withstand damage as well as Swamp Guards, so both need fodder (read: undead) to be effective, but other than that their role isn't any different: engage the enemy and kill him faster than he kills you.

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C'Tis is my favorite nation after Atlantis. Trouble is that I get a lot more power for my gold by simply going for heavy infantery and a morale boosting priest than using these two units.
These two units (especially EWs) can be raised in numbers, the SGs can't. And they move 2 provinces on the map. If SG weren't so clumsy I sure would use them more often, but one of the reasons why they're better survivors is I can't get them to the front fast enough . Besides you need Prod+3 if you want SGs in decent numbers, while relying on less resource intensive troops allows you to spend your design points elsewhere - eg, on magic: air 3 is good to have if you plan to rely on EWs or falchioneers.

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Can you give me some tips for proper deployment since the problem I have is that they die far faster then I can accept.
Undead fodder to distract the enemy (soulless, dispossessed spirits - or even basic longdeads). Behemoths to fight side by side with your EWs. Berserk and Protection spells will help too. I rarely recruit anything but EWs after Alteration 6.

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I must have really bad luck with Jotun Hurlers. I would never imagine these guys Lasting one combat turn against heavy cavalery.
They won't, if you use them without spearmen. When I have to deal with HC or knights, I use about 1 hurler for each 3-5 Jotun spearmen. You have to take the higher AP of the hurlers into account when deploying them. With a bit of practice, you should get your battle setup right and suffer minimal hurler losses.

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They either get swarmed, since they walk so close to melee range, or they toss their boulders into the backs of their fellow giants (nothing new but these missiles are way too dangerous to allow friendly fire).
Strange, I've always found friendly fire was not a big concern with hurlers thanks to their limited range.
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  #27  
Old March 11th, 2004, 12:10 AM
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Default Re: Units seldom used.

Quote:
Originally posted by fahdiz:
Well, you don't necessarily have level 4 priests following every single one of your armies, but you can easily and very cheaply put Serpents in every squad. With C'tis' pitiful morale, every little bit helps.

And for Snake Dancers, I dunno...I'd think with a high water blessing they'd be pretty nice. Darn cheap, too.
I dunno what your strategy is, but I never have an army without a lvl 4 priest.

To me, 1 priest is worth more than 7 snakes

7 snakes x 40 gold = 280 gold = 1 priest

7 snakes will die easily. The priest can preach well, build temples, lead 75 units, cast fantasism, become a prophet with smite... it's so much more worth it.

But I only use my 120 gold lvl 3 priest for preaching, temple building, and banishing.

[ March 10, 2004, 22:12: Message edited by: Argitoth ]
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  #28  
Old March 11th, 2004, 12:14 AM
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Default Re: Units seldom used.

Quote:
Originally posted by Argitoth:
I dunno what your strategy is, but I never have an army without a lvl 4 priest.
You don't? Not even at the very beginning of the game? Maybe if you used more Serpents you wouldn't need a level 4 priest with every army.

I'm just giving you a hard time. I haven't really played much C'tis...although I did notice a sudden jump in the lifespan of my Serpent Dancers when I took a water blessing.

[ March 10, 2004, 22:15: Message edited by: fahdiz ]
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  #29  
Old March 11th, 2004, 12:15 AM
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Default Re: Units seldom used.

Quote:
Originally posted by Argitoth:
To me, 1 priest is worth more than 7 snakes
Using both is even better.
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  #30  
Old March 11th, 2004, 12:17 AM
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Default Re: Units seldom used.

Quote:
Originally posted by Nagot Gick Fel:
quote:
Originally posted by Argitoth:
To me, 1 priest is worth more than 7 snakes
Using both is even better.
Yes, that's sort of what I was trying to get at. Thank you!
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