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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 {{:abilities:fear.png?16&nolink|}} Fear aura to rout indies.   * A {{:abilities:fear.png?16&nolink|}} Fear aura to rout indies.
-  * It begins with NatProt 20 and {{path>E2}}. Once you boost its Earth path to {{path>E4}} or higher you get this as a bonus to your NatProt. So it can easily reach 25 prot unbuffed.+  * It begins with NatProt 20 and {{path>E2}}. Once you boost its Earth path to {{path>E3}} or higher you get this as a bonus to your NatProt. So it can easily reach 25 prot unbuffed.
   * It has {{:abilities:recuperation.png?12&nolink|}} Recuperation that lets it heal afflictions   * It has {{:abilities:recuperation.png?12&nolink|}} Recuperation that lets it heal afflictions
   * It is {{:abilities:amphibious.png?12&nolink|}} Amphibious so can expand underwater   * It is {{:abilities:amphibious.png?12&nolink|}} Amphibious so can expand underwater
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 <WRAP group><WRAP column third rightalign>**//Elephants, Troglodytes//**</WRAP><WRAP column twothirds> The units do trampling damage, 16-20 armor-piercing damage (-50% prot)!  These independents are especially damage to smaller densely-packed units or units that rely on Glamour for protection.  <WRAP group><WRAP column third rightalign>**//Elephants, Troglodytes//**</WRAP><WRAP column twothirds> The units do trampling damage, 16-20 armor-piercing damage (-50% prot)!  These independents are especially damage to smaller densely-packed units or units that rely on Glamour for protection. 
   * 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??, ??Paralyze??, ?Charm Animal??, ??False Feathers?? or ??Bonds of Fire??. ??Body Ethereal?? can negate trampling damage.+  * Shoots them with arrows or bring magic like ??Sleep??, ??Paralyze??, ??Charm Animal??, ??False Feathers?? or ??Bonds of Fire??. ??Body Ethereal?? can negate trampling damage.
 </WRAP></WRAP> </WRAP></WRAP>
 <WRAP group><WRAP column third rightalign>**//Zotz//**</WRAP><WRAP column twothirds> Shitty flyers in caves. Just remember to position your commander in the middle of your troops or they might accidentally kill him and rout your expansion party.</WRAP></WRAP> <WRAP group><WRAP column third rightalign>**//Zotz//**</WRAP><WRAP column twothirds> Shitty flyers in caves. Just remember to position your commander in the middle of your troops or they might accidentally kill him and rout your expansion party.</WRAP></WRAP>
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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's a way of speeding up the process between killing commanders and taking the province, if you're willing to ping it the same turn with the cheapest possible unit you can muster (indy scout or commander). Since assassinations take place before the battle, if you're lucky you can kill all the commanders right as the lone commander moves in to attack it.
 +
 +Script //Hold x2-3, Retreat//. Hopefully that gives time enough for the indies to vacate the battlefield, or if their commander is still alive, time for your commander to book it before dying.
 +
 +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).</WRAP>
 ==== Thug expansion ==== ==== Thug expansion ====
 <WRAP group> <WRAP group>
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 ==== Commander Sniping ==== ==== Commander Sniping ====
-<WRAP box round right third>**HPmunchcraft** has made [[https://youtu.be/s7PefVPSXyU|this video]] demonstrating how to use commander sniping with Caelum</WRAP>+<WRAP box round right third>**HPmunchcraft** has made [[https://youtu.be/s7PefVPSXyU|this video]] demonstrating how to use commander sniping with Caelum. He has also covered how to use the technique with [[https://youtu.be/FUgqVfC2ROM |MA Man]], one of the more difficult nations to expand with using the starting army.</WRAP>
 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 bait squad of archers on fire and keep distance placed to the front in the top or bottom. Opposite that in the back corner you place the squad that is supposed to kill the commander. Sometimes this will cause a big portion of the enemy forces to chase your archers leaving the commanders isolated for a flank kill.+One way of accomplishing this is to use archer bait squads on fire and keep distance placed to the front in the top or bottom. Opposite that in the back corner you place the squad that is supposed to kill the commander. The archer squads can be made up of a single archer, so five archers in five squads under a single commander.  
 + 
 +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 =====
naaira-expansion-guide.1633465022.txt.gz · Last modified: 2021/10/05 20:17 by naaira