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guides:xibalba_expansion_guide [2025/09/02 00:30] cybertron2 added explanation on 5x4 |
guides:xibalba_expansion_guide [2026/06/07 11:05] (current) cybertron2 [Introduction] |
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| Unlike most nations, the basic troops of Xibalba will fail in ordinary formations. As such, expansion for the bats has a lot of ‘mathy’ features to it, a lot of concepts that would otherwise be ignored, overlooked or just generally too esoteric to bother with, become necessary. The net result of this, is the formation for Xibalba have to be discovered, and ordinary expansion formations will prove ineffective. This article contains my discoveries. A lot of them require 6 groups, and therefore 2 commanders. | Unlike most nations, the basic troops of Xibalba will fail in ordinary formations. As such, expansion for the bats has a lot of ‘mathy’ features to it, a lot of concepts that would otherwise be ignored, overlooked or just generally too esoteric to bother with, become necessary. The net result of this, is the formation for Xibalba have to be discovered, and ordinary expansion formations will prove ineffective. This article contains my discoveries. A lot of them require 6 groups, and therefore 2 commanders. | ||
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| + | **EDIT:** //Since writing this guide - some of the aboveground indies seem to have been stealth patched. The long and short of it is the commanders hang back a little less, cling to the troops in front a little more - and commander sniping is less effective on most non-tribe humans above ground// | ||
| ====Expansion Theory (you can skip this if you like)==== | ====Expansion Theory (you can skip this if you like)==== | ||
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| Broadly, by attaching scorpions to the smaller formations, you reduce the number of enemies that attack your units, and in turn reduce attrition. Similarly, that little extra survivability can really help your bats (the damage units) do better. | Broadly, by attaching scorpions to the smaller formations, you reduce the number of enemies that attack your units, and in turn reduce attrition. Similarly, that little extra survivability can really help your bats (the damage units) do better. | ||
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| + | ===Special Above Ground Addendum=== | ||
| + | When attacking above ground indies - the sweet spot seems to be nx5 or nx6. This is because you need to usually attack through slightly higher defense and armor values. nx4 still works somewhat - especially on unarmored things like tribesmen, but the parties will be considerably more consistent at nx5 and nx6 (albeit nx4 should still be somewhat reliable). The exact sweet spot for above ground indies is unknown but it sits somewhere between 4 and 7 - and varies substantially based on the poptype. | ||
| ====Troops==== | ====Troops==== | ||