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raiding [2022/01/08 00:30]
cactusowl Edited my text to make it clearer :P
raiding [2022/06/03 00:43] (current)
wigglefig
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   - It increases your mobility while decreasing your opponent's mobility. This is because non-flying opponents cannot cross hostile province.   - It increases your mobility while decreasing your opponent's mobility. This is because non-flying opponents cannot cross hostile province.
   - In combination with regular armies, raiders can cut retreat paths and potentially cause massive casualties to fleeing opponents.   - In combination with regular armies, raiders can cut retreat paths and potentially cause massive casualties to fleeing opponents.
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 +For information on the **Raid Command** (pillaging adjacent enemy provinces) click [[Raid|here]]
  
 ==== Choosing your raiders ==== ==== Choosing your raiders ====
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 Making up these kind of minimum-take groups is generally the job of cheap resources like low cost any fort troops." Making up these kind of minimum-take groups is generally the job of cheap resources like low cost any fort troops."
 </WRAP> </WRAP>
-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 binaryeither you take the province or you don'tso 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.+A raiding group can be anything from 40 ??Zotz?? who routinely suffer 50% casualties; to three [[ashdod-ma | Anakim]] and an indie ??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'so raiding is all about quantity. Effective raiding tactics involve a variety of raiding groups because your goal is 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.+Some units are more suitable for raiding than others. In particular, units with stealth are more difficult for enemies to deal with since they can sneak away after a successful raid. Similarly, [[flying]] units can raid deeper by passing over provinces, thus making it more difficult for your enemy to predict and counter their raids. 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, by pushing the front line back to the enemy and leaving you with more and more provinces every turn.  Raiding is successful when you can raid more provinces than your opponent can take back. This is known as applying raiding pressure, by pushing the front line back to the enemy and leaving you with more and more provinces every turn. 
  
-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.+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). 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. 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.
raiding.1641601808.txt.gz ยท Last modified: 2022/01/08 00:30 by cactusowl