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commander [2020/09/20 07:50]
fenrir [Subtypes and strategy] adding hyperlinks & battle report colors
commander [2022/06/13 03:48] (current)
fenrir [Subtypes and strategy]
Line 29: Line 29:
 * **Scouts** are commanders who generally have no leadership, some combination of terrain survival skills, minimal combat ability, and stealth. They're intended to stealth into enemy lands and observe. They're very cheap (25 gold), and this combined with their stealth often means they wind up with odd jobs: carrying gems around for armies to reload mages, building forts, and suicidally attacking enemy armies to see what they have. They get a blue name in battle reports. * **Scouts** are commanders who generally have no leadership, some combination of terrain survival skills, minimal combat ability, and stealth. They're intended to stealth into enemy lands and observe. They're very cheap (25 gold), and this combined with their stealth often means they wind up with odd jobs: carrying gems around for armies to reload mages, building forts, and suicidally attacking enemy armies to see what they have. They get a blue name in battle reports.
  
-Most of the time, independent scouts serve just as well as those from forts without taking up commander points in a fort.+Most of the time, [[independent]] ??Scout??serve just as well as those from forts without taking up commander points in a fort. They tend to be extremely rare in the Early Age and uncommon in the Middle Age, however, so don't count on seeing them in those Ages.
  
 * **Leaders** (or "commanders", although this is confusing) are commanders with leadership (sometimes high), but no magic ability. They generally have some combat skill, but their main role is hauling troops around and leading them into battle. While it can be tempting to give forged magic weapons and armor to these commanders and use them as strong units on the battlefield, usually there are better chassis to turn into thugs. Typically you will recruit these in large numbers only if your mages can't lead troops well. Independent commanders can often get the job of troop-mules done well, too. Like Scouts, they get a blue name in battle reports. * **Leaders** (or "commanders", although this is confusing) are commanders with leadership (sometimes high), but no magic ability. They generally have some combat skill, but their main role is hauling troops around and leading them into battle. While it can be tempting to give forged magic weapons and armor to these commanders and use them as strong units on the battlefield, usually there are better chassis to turn into thugs. Typically you will recruit these in large numbers only if your mages can't lead troops well. Independent commanders can often get the job of troop-mules done well, too. Like Scouts, they get a blue name in battle reports.
  
-* **Priests** are commanders with Holy access, but no other magic. Their main roles are blessing troops in battle, banishing the undead, and preaching. You'll recruit these typically only when you need things blessed and you don't have holy levels on mage-priests, when you're facing a swarm of undead, or when you need to throw a lot of gold into holding back enemy dominion. They get a yellow name in battle reports.+* **Priests** are commanders with [[Divine Magic|Holy]] access, but no other magic. Their main roles are blessing troops in battle, banishing the undead, and preaching. You'll recruit these typically only when you need things blessed and you don't have holy levels on mage-priests, when you're facing a swarm of undead, or when you need to throw a lot of gold into holding back enemy dominion. They get a yellow name in battle reports.
  
  
commander.1600588220.txt.gz ยท Last modified: 2020/09/20 07:50 by fenrir