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naaira-expansion-guide [2021/10/05 20:17] naaira |
naaira-expansion-guide [2022/08/04 23:06] (current) lurch |
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The ??Earth Serpent?? is infamous for being a good, but **very** expensive, option for expansion. While it brings no path diversity it does bring a few other things to the table: | The ??Earth Serpent?? is infamous for being a good, but **very** expensive, option for expansion. While it brings no path diversity it does bring a few other things to the table: | ||
* A {{: | * A {{: | ||
- | * It begins with NatProt 20 and {{path> | + | * It begins with NatProt 20 and {{path> |
* It has {{: | * It has {{: | ||
* It is {{: | * It is {{: | ||
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<WRAP group>< | <WRAP group>< | ||
* Bring units that are too large to be trampled (4-6 size). | * Bring units that are too large to be trampled (4-6 size). | ||
- | * Shoots them with arrows or bring magic like ??Sleep??, ?? | + | * Shoots them with arrows or bring magic like ??Sleep??, ?? |
</ | </ | ||
<WRAP group>< | <WRAP group>< | ||
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With all these objections in min there are several nations with access to assassins where their cap recruitment is throttle by something other than gold. In that case assassins can be an effective additional expansion party. Marignon and Vaettiheim are examples of nations that might consider complementing regular expansion with assassins. | With all these objections in min there are several nations with access to assassins where their cap recruitment is throttle by something other than gold. In that case assassins can be an effective additional expansion party. Marignon and Vaettiheim are examples of nations that might consider complementing regular expansion with assassins. | ||
+ | <WRAP box round> | ||
+ | **Lurch** adds this piece of advice: \\ | ||
+ | As for assassin expansion, there' | ||
+ | |||
+ | Script //Hold x2-3, Retreat//. Hopefully that gives time enough for the indies to vacate the battlefield, | ||
+ | |||
+ | Obviously if the province contains both fast and slow units, it's unlikely you can script it so that you're out of dodge before a cavalry charges (if assassinations failed) but long enough to wait out a squad of heavy infantry (if you succeeded).</ | ||
==== Thug expansion ==== | ==== Thug expansion ==== | ||
<WRAP group> | <WRAP group> | ||
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==== Commander Sniping ==== | ==== Commander Sniping ==== | ||
- | <WRAP box round right third> | + | <WRAP box round right third> |
One advanced technique that can improve your expansion is to try to make the independents split up in a way that isolates the indie commanders and opens up for a quick kill. After all, the only thing you really need to kill in a province is the commanders. | One advanced technique that can improve your expansion is to try to make the independents split up in a way that isolates the indie commanders and opens up for a quick kill. After all, the only thing you really need to kill in a province is the commanders. | ||
- | One way of accomplishing this is to use a bait squad of archers | + | One way of accomplishing this is to use archer |
+ | |||
+ | The technique exploits the fact that the AI picks between available squads when picking a target without considering how many units are in the squad. This will often cause a big portion of the enemy forces to chase your archers leaving the commanders isolated for a flank kill. | ||
===== Example: Expansion with Jomon ===== | ===== Example: Expansion with Jomon ===== |