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raiding [2020/03/16 20:34] mandarbmax created |
raiding [2022/04/30 00:33] cyborgsellout |
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- | Raiding | + | ======Raiding and pillaging====== |
- | A raiding group can be anything from 40 zotz who routinely suffer 50% casualties to 3 anakites and an indy pries to a mage with a few gems set to drop two elementals and take a nap to a thug. Quality is binary, either you take the province | + | Raiding is the art of conquering enemy provinces with as low a commitment as necessary. |
+ | - It increases your income due to owning more provinces. | ||
+ | - It denies that same income to your opponent, both by removing | ||
+ | - It increases your mobility while decreasing your opponent's mobility. This is because | ||
+ | - In combination with regular armies, raiders can cut retreat paths and potentially cause massive casualties to fleeing opponents. | ||
- | Raiding is successful when you can raid more provinces than your opponent can take back. This is known as applying | + | |
+ | For information on the **Raid Command** (pillaging adjacent enemy provinces) click [[Raid|here]] | ||
+ | |||
+ | ==== Choosing your raiders ==== | ||
+ | <WRAP box third right> | ||
+ | <WRAP centeralign> | ||
+ | |||
+ | In his [[johnny-demuppetization|guide]] JohnnyJohnny introduces the concept of **Minimum Takes**: | ||
+ | |||
+ | "(...) the fundamental idea behind it is that using the smallest possible amount of troops to take a province is always the best action. But to apply this to the roster you need to identify national units that can be recruited from any fort that can | ||
+ | - Take provinces with a maximum of 2 fort turns recruitment. | ||
+ | - Be able to take multiple provinces with some attrition. | ||
+ | |||
+ | Making up these kind of minimum-take groups is generally the job of cheap resources like low cost any fort troops." | ||
+ | </ | ||
+ | A raiding group can be anything from 40 zotz who routinely suffer 50% casualties; to 3 anakites and an indy priest; to a mage with a few gems set to drop two elementals and take a nap; to a thug. Quality is binary, either you take the province or you don't, so raiding is all about quantity. Effective raiding tactics involve a variety of raiding groups because you try to inflict as much damage as you can with the resources you have available. | ||
+ | |||
+ | Some units are more suitable to raiding than others. In particular, units with stealth are more difficult for enemies to deal with since they can sneak away after a succesful raid. Similarly units with flying can raid deeper by passing over provinces, thus making it more difficult for your enemy to deal with them easily. Amphibious raiders can move in and out of water to stay protected. | ||
+ | |||
+ | Raiding is successful when you can raid more provinces than your opponent can take back. This is known as applying raiding pressure, | ||
+ | |||
+ | Both raiding and defending against raiding are games of tradeoffs. The smaller the pieces you split your force into, the more land you can take (as the raider) or defend (as the defender). But, conversely, the more you split your force up, the less likely each individual piece is to win its battle. The more value you commit to any one province, the more likely you are to win that battle -- but, often, the more you stand to lose if your opponent commits something that counters you there. | ||
+ | |||
+ | So, ideally, you want to split your force into as many chunks as possible that are still likely to win their battles -- and commit your valuable resources so that they have maximum impact but minimum risk. | ||
+ | |||
+ | <WRAP box> | ||
+ | ==== Cactusowl: A couple of things to think about ==== | ||
+ | |||
+ | * **How can I keep my opponent off balance so I attack into minimum defenses?** \\ Raiding forces, by definition, are small enough that your opponent could kill them if they fought them with a large force. This means you have to strike where those large forces aren' | ||
+ | |||
+ | * **Can I kill whatever my opponent has there to defend with?" | ||
+ | |||
+ | * **If my opponent does commit defenders to the province I go to, can I kill them?** \\ A opponent expecting raiding will likely split their force to try to deal with your raiding forces. Normally you hope not to encounter defenders other than PD. But if you can manage to commit something else to kill possible enemy defenders, so much the better. This can mean thugs, fluffers or light mage support, or a mix of raiding unit types. Obviously your raiders can't fight the whole enemy army, but if you can make your raiders able to win small skirmishes, so much the better -- it forces your enemy to keep their army in bigger groups and makes it easier for you to keep them off balance. | ||
+ | |||
+ | * **What is the risk/reward of this attack?** \\ Often raiders are not dedicated raiding parties, but groups of troops or thugs that get " | ||
+ | |||
+ | * **How can I mitigate disaster?** \\ Flying is a very useful trait to have on a raiding thug -- because they' | ||
+ | |||
+ | * **What will the counterattack look like?** \\ Raiders without stealth can be attacked in the magic phase on the following turn. Could you lose your raiding force to a teleport/ | ||
+ | |||
+ | |||
+ | </ | ||
+ | =====Pillaging===== | ||
+ | Pillaging a province increases [[unrest]] and kills population in a [[province]], | ||
+ | supplies, and gains gold and food for the pillaging army. The larger the pillaging force, the greater the | ||
+ | chance of success. Fast units and large units are better than others at pillaging, while ?? | ||
+ | units with the [[Fear]] and [[Pillager]] abilities are exceptionally good. The supplies gained last only one month. |