User Tools

Site Tools


raid

Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Both sides previous revision Previous revision
Next revision
Previous revision
raid [2022/04/30 00:31]
cyborgsellout Added a section for using raid-command to raid underwater
raid [2022/08/07 19:01] (current)
cyborgsellout
Line 9: Line 9:
 Raiding has extremely reduced effectiveness (less than %10) on independent-owned provinces. Raiding has extremely reduced effectiveness (less than %10) on independent-owned provinces.
  
-You can read more on Raid [[https://steamcommunity.com/app/722060/discussions/0/1742230617610252453/|here]]+Multiple units Raid-commanding in the same turn will be detected individually and fight patrollers individually. However, the units on Raid-command will also reduce the ability of patrollers to catch additional Raiders, so it is unusual for patroller to catch more than a few units if multiple units on Raid-command are engaging in the same turn. Damage done by subsequent Raiders is also gradually reduced. So additional units raiding the same province cause reduced damage, but the risk of being caught/fought is also reduced.
  
-<WRAP box> +Raid Command can be combined with Sailing to use Raid-command on non-adjacent coastal provinces. (no test has been done on whether or not the army can retreat to the original province if they are caught, though)
-====Raiding Underwater (with Raid-command) by CyborgSellout====+
  
- {{:misc:sea.png?25&nolink}} **Overview:**  Usually when an underwater nation invades a land nation, there aren't many ways fellow land-nations can respond. Raiding underwater from the coast is one of the few ways to do this. Underwater nations often don't protect their borders, leaving them vulnerable to limited-commitment raiding, and in the long term, destroying the shallow coastal provinces can also help protect the land nation, since armies in those underwater border provinces will be difficult to supply.+You can read more on Raid [[https://steamcommunity.com/app/722060/discussions/0/1742230617610252453/|here]]
  
-{{:style:supplyusage64.png?25&nolink}} **Strategic concerns:**  Using Raid-command from a well-patrolled coastal fortress with access to many water provinces is the ideal positioning. If the enemy water nation has the ability to respond quickly, it is advantageous to be able to switch the target province every turn. Ideally, the enemy water nation is also heavily committed to invading someone else, but attacking from a patrolled and  forted province is one of the best ways to protect raiders. The underwater nation can respond with a small force, teleporters, or assassins, but troops on Raid-command shouldn't engage in battles outside the fort.+<WRAP box> 
 +===Raiding Underwater (with Raid-command)===
  
-{{:independents:longdead_horseman.png?25&nolink}} {{:items:implementor_axe.png}} An **??Implementor Axe??** on a **??Mound King??** can be a cost-effective choice; they're fairly cheap for size of the pillage bonus and they usually kill around 300 population. (Successive raids reduce the effectivenessbut also reduce the chance of being caught, so multiples can be effective)+To raid an underwater province from land, you will need waterbreathing in addition to the pillage abilityWater nations tend to leave low amounts of province defense in their territory, and since land nations usually do not think they can compete long-term in underwater battles, this is one of the better reasons to use the Raid command. If a land nation isn't going to try to hold UW provincesdepopulating them is a reasonable option.
  
-{{:independents:barbarian1.png?15&nolink}}  Land nations may have access to units with the pillage ability, but in most cases barbarians and **??Barbarian Chief??**s are going to be the easiest non-national way to access pillage/raid commands. They're not sneaky or fast, but they can use the Raid command, have a pillage bonus, and they're very cheap, even if ??Pills of Water Breathing?? are not.+Full guide [[Using Raid-command to raid underwater by CyborgSellout|here]] -CyborgSellout
  
-{{:items:pills_of_water_breathing.png}} **??Pills of Water Breathing??** are probably the cheapest for barbarian use. 5 barbarians and a chief can still kill a meaningful amount of population, and should evade moderate province defense. Still, in order to kill 1000 population a turn, 6 or more groups may be needed, though the unrest will also help reduce the income in the short-term. The cost of 6 ??Pills of Water Breathing?? may seem expensive, but the effects of raiding are long-term, so if the game is expected to last at least 50 more turns only a couple of successful raids are necessary to be cost-effective over time. In multiplayer, other land nations are usually willing to help fund anti-fish activities, so if you don't have access to water pills, try asking around. 
 </WRAP> </WRAP>
  
raid.1651278689.txt.gz · Last modified: 2022/04/30 00:31 by cyborgsellout