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Battle

DeletedUser363

Guest
@pammydd I don't know why you quoted me in your post as your reply had nothing to do with my post....there is the Battle redesign thread for complaints, the player that started this thread wanted it for people to say how they have succeeded in winning...to help advise others on what tactics may work. Some people have had a few wins ( not me I hasten to add )
 

DeletedUser2144

Guest
I play Humans. for the first time in 8 months my forces were wiped out of the battle. My squad is 465 units strong and battle against 213 enemy size. You know what? That wasn't a battle, that was a slaughter. I will negotiate battles, rather than loosing ones I previously could easily win with 1Dog (or 1Archer), 2Paladins and 2Priests.
 

DeletedUser1996

Guest
So, as a human it might be a good idea to stock up on cerberuses before the update so I dont have to worry about building the new building for a while?


Dont forget about tournaments, that's where the majority of fighting takes place for me, before and after the update. For this the barracks are totally worth it for me.

Do stock up on dogs, as the training time for them is going up to 47secs per unit, which means less than a squad takes 10h to train ( at orc level)
so train as many dogs as you can now, because in the next update it won't be worth training at nearly 1 min per dog.
 

DeletedUser2437

Guest
So, dogs used to be counter for archers. I'm a bit new to the game but generally they could eat their own weight in archers at the very least. IIRC I could send a squad of 60 dogs against 70 arches and wipe the whole stack. Sending them against 100+ stacks usually killed maybe 80 or so of them. Now I just sent a squad of 114 dogs against 240 or so archers and they killed 53 of them... Less than half their number of kills against an enemy they should have a bonus against. How is this balanced? Also shocking to discover was that initiative is readjusted so those archers were firing against my squad before I could react. I usually start a fight, study the terrain, and either restart with a battle strategy or just buyout the fight due to unfavorable terrain. That along with the lost defense bonus against archers meant 1/4 of my units were dead on start of turn. THIS IS NOT FUN! Now I understand that the system is not yet finished, and that further adjustments are in the works. My complaint rather that it is hard to kill enemies effectively. They are able to field more squads than us, and are likely going to have bigger squads than us, I get that. But I would like to have my ability to kill them improved. The whole point of manual battle is to allow us to think strategically and therefore reduce losses below what to automatic mode would get us. My request is that since they are always going to outnumber us, to cut the Health stat of all units. I used to be able to wipe a few stacks every turn, that often meant I had to choose which enemies died, and which would retaliate after my turn. The choices between who attacked what and in which order determined my losses. Positioning and range limitations were vital to keeping units alive. I don't want a slugging match to see who hits harder. I already know it is going to be them. I want to make my every hit count again and strike them down one by one. That required effort and tactical thinking. That was fun.
 
Well what do you know, I just beat Steinling and War Dogs! So update on whatI've personally found...my Squad size is 240 now but to be honest I haven't used Swords or Archers yet....just the Heavies where the squad size is significantly lower. Trent & Golem (40) and Scourcerous (60)

Elve Army

Ancient Orc can be beaten by Trent & Golem
Knight can be beaten by Golem & Enchntress
Swamp Monster can be beaten by Scourcerous & Trent
Thief can be beaten by Golem & Trent
Wardog II can be beaten by Golem & Trent...NOTE....don't let Scourcerous in War Dogs path, he eats them in one swoop!
Steinling can be beaten by Scourerous, Golem & Trent.

*Note, I can't spell Scourcerous!!!!! :D
 

DeletedUser2437

Guest
I have done a bit more experimenting. Silk province, Steinling and Wardog squads, that being light melee and heavy ranged units. According to the stated unit cycle, heavy melee should have bonuses and enemies should be vulnerable. Sadly not the case at all. My squad size at the end of 3rd age is 141, enemy squads at 221. Paladins hit Dogs for 43ish damage, roughly 1/5 their stack. Dogs hit Paladins for 6ish damage, 1/4 of stack. Paladins hit Steinlings for 11ish, 1/5 of stack. Steinlings hit Paladins for 5ish damage, 1/5 of stack. Estimates after a horrific loss in battle. Now for some math:
Paladin- Hp=560, Atk=162 (average), Size=23 (units in stack)
Paladin squad- Hp=12880, Atk=3726
Dogs- Hp=78, Atk=19, Size=221
Dog squad- Hp=17223, Atk=4199
Now, Paladins attacking Dogs need (3726*1.1)/17223=5.08 strikes to kill the stack.
Dogs on the other hand 4199/12880=3.06
That is over 5 attacks to kill a single squad. Meanwhile it take them maybe 3 or 4 to wipe a Paladin stack. Note that Dogs have 9 initiative to Paladins 2. Dogs attack first against Paladins.
Now some people are going to say I must be too far ahead of where I am meant to be. But I had most of these provinces towards the end of Age 2. Before the change I would have 3 squad size upgrades, and archer promotion, and lack priests. Since the update I am now 5 squad sizes over where I last stopped fighting, with priests and promoted archers. I cannot win a single province. All these upgrade to army ability and I am now weaker than I was 3 weeks ago. Either balance the combat system or let me sell my barracks for space. Its worthless to me at this point.
 

DeletedUser9

Guest
Guys, I had to remove some off-topic messages here, so stay on topic here please. We've got another thread for feedback about the battle rebalances. This thread is to share tips & tricks with each other. Thank you :)
 

DeletedUser1829

Guest
I have only done this for marble provinces which suits the tournament this week. Let me know if any corrections are needed. The auto-combat tip is use predominately or entirely the key unit (take with a grain of salt and be aware of AI tweaks still needed)
Province_Combat_Marble.png
 

DeletedUser1353

Guest
Found the marble tournament very pleasant so far (as human). Using 5 priests even if I autofight it's not uncommon if I win without losing a single priest. When there's more than 1 archer i put a paladin in the mix to go forward and grab some attention before I can bring the archers down. 4 Archers or more I bribe.
 

DeletedUser1829

Guest
Here is an extract of a post I wrote elsewhere. I think this general pattern simplifies things as you know the formula you will be facing. The challenge is adapting it to each province and each encounter.

"Each province has 3 unit types, you will have 1 unit that has bonuses against 2 of those 3 units (target units). This unit is described as your key unit for that province. It will be the main attack strength in that province for you. The third (counter) unit type is specialised against your key unit so you will need to determine what level of support, if any, that your key unit needs.

If you are able to use your supporting units to eliminate the counter units leaving only your key units and the target units you stand a good chance of success. Encounters with a large number of counter units will require different tactics to normal, perhaps even an opposite approach."

For those in era 1 and 2 your strategy has to be different as you do not have the full array of units. As a generic rule match range verse range and melee verse melee. Your units are often up against their counter units so loses will be heavy and you are relying on overwhelming your opponent. Your melee units need to focus where possible to limit enemy retaliation moves. Your range units make it easier to chase down enemy units with high maneuverability. Of course still be aware of your units strengths and weakness.
 
Today we Elves got the Abbot II as an enemy.....has anyone any luck in slaying these monsters? I did manage to knock a little life off one of these guys, but without sweating a drop, he annihilated me! Please only comment if you've managed to beat a team, we all know that these battles are grossly unbalanced and unfair, but I'm looking for solutions now rather than giving up ;)

Abbot II is a Mage, so on the principal that Mage's are weak against Light Ranged and Light Melee I used my Swords and Archers against him....I dented a little bit. His side was 134 strong and mine was 240 in each group...but alas he butchered my troops ;)

Any thoughts on how to kill him?
 
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