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November 7th, 2003, 11:33 PM
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Re: c\'tis themes
Quote:
Originally posted by Pocus:
for sacred serpent and his standard effect : now that we know (thanks JO) how is calculated the area, I would not advise to simply put them in with a commander in the the rear of a big formation
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In my experience, the commander who leads the infantry always try to be as close to his troops as he can, and the serpents follow. I've even seen bodyguards serpents moving to the front rank and use their teeth there. Works nice for me.
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God does not play dice, He plays Dominions Albert von Ulm
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November 7th, 2003, 11:34 PM
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Captain
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Re: c\'tis themes
Great, thanks for the sequence... you must research pretty slowly though, especially with magic at 0.
Empoisoner + LK is 390 gold, so you'll only have maybe 110 to spend on troops in the first couple turns, that's 11 LI...
I know I prefer to start attacking as soon as I think its posible, if I were using my pretender I'd be tempted to do it on turn 2 even with your set up, assuming there was a province that looked possible. I must take more early loses than I need to though by rushing those early attacks, though if it's just the initial CG and some LI I think the additional income offsets the loses (assuming the right province is attacked...)
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November 7th, 2003, 11:37 PM
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Re: c\'tis themes
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November 8th, 2003, 12:01 AM
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Re: c\'tis themes
Quote:
Originally posted by apoger:
Just my opinions but;
The elite warriors are the bread and butter for C'tis, just like Dom I.
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I know that. They're a bit costly in the beginning though. But once my main army of LI and Swamp Guards is built, I switch to elites (still build some SG to hold the center of the line, though - until I reach Mass Protection).
Quote:
Furthermore fort defense is nonsense. What does extra fort defense buy you?
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One thing that may be very important, depending on the circumstances: time.
Quote:
Do not plan around having your forts under siege. That is planning towards your own defeat. Take a better admin fort, so you have more gold, so you can make more troops, so you win in the field.
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That's your theory. I think you overrate the extra gold you get from the high-admin forts, and you don't take into account an important thing: an enemy army that's pinned for 2 more turns outside your walls is an army that lost 2 turns - that also has a cost, and a far higher one than that extra elite warrior/turn you recruited in your fortified city. I don't plan for defeat, but if I am invaded, I want my enemy to pay for it.
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November 8th, 2003, 12:10 AM
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Captain
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Re: c\'tis themes
Another thought on fort admin...
In Dom2 it will only really help you in high income provinces, building a high admin fort in a province with an income less than 20 would get you at most 5 extra gc (if I understand how the new system works).
However, for strategic reasons you may want (or indeed need) your forts in low income provinces, so the admin value is not the primary consideration for those forts. I suppose the question is how much do you gain from building high admin forts in every high income province, vs. taking better def, lower design point cost, cheaper, faster forts?
Anyway... C'tis playing Miasma benefits more from high def forts than other nations do, since the effects of prolonged exposure to the Miasma domain will slowly destroy armies. Of course the enemy can try to get the C'tis domain down before he starts the seige, but that's just more time and effort required on his part.
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November 8th, 2003, 12:10 AM
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Second Lieutenant
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Re: c\'tis themes
>So you'd just drown your enemies in fragile units that are cheap? The advantage outside of cheapness that these guys have over other C'tis units is speed, and they arn't *that* much faster. -edit--- morale is 2 higher than SG...
It's a combination of higher morale, large numbers due to low resource cost, and most of all the damage delt by two attacks. The bite attack is almost as strong as the regular C'tissian troops spear attack, plus they get a much higher damage trident attack.
I do use the LI also. I did mention them, however they take a beating from arrows, so I tend to change over to Elite Warriors. Still they are one of the few light troops worth making.
Swamp Guard don't combine well with the other troops becuase they are much slower. Plus they can only be made in small numbers and are a shard low on morale for heavy troops. I only use them if I need a large screen of troops that can absorb missile fire.
One mistake from the post that started this theme. I do use poison slingers, but only in small numbers. Their use is so specialized that I don't consider them regular troops. I make armies of undead using reanimation. I place 5 slingers behind 50 undead. This combo works very well for busting up high quality enemy armies in multiplayer. I wouldn't waste it versus the computer. The undead are immune to poison. Enemies get jammed up fighting the undead and are forced to fight in the poison clouds. Undead losses tend to be high, but the extended exposure to poison can take a tremendous number of quailty enemy troops down. Mannikins work just as well as reanimations.
Firblog fortresses were a huge thing in Dom I, but I am finding them much more rare in Dom II. It's a shame, as they were one of the hidden benefits of earth magic.
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November 8th, 2003, 12:27 AM
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Major
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Re: c\'tis themes
Quote:
Originally posted by licker:
you must research pretty slowly though, especially with magic at 0.
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Shamen are still cheap good researchers at 4 RP/turn.
Quote:
Empoisoner + LK is 390 gold, so you'll only have maybe 110 to spend on troops in the first couple turns, that's 11 LI...
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That's ~50 LI after 3 turns. Just ran a 5-turn test to check, had just 50 to attack in turn 4. The dominion got a nice boost in turn 2, though (+3). Reached 6 in turn 4. You can get a bit more LIs with a fortified city (a good castle to have if you're a Swamp Guard addict).
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God does not play dice, He plays Dominions Albert von Ulm
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