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shock-and-awe-caelum-in-the-early-age [2020/12/27 22:49] disnegativ [The archers] |
shock-and-awe-caelum-in-the-early-age [2021/09/05 09:17] (current) naaira |
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- | ====== Shock and Awe - Caelum in the Early Age (v1.1) | + | ====== Shock and Awe - Caelum in the Early Age ====== |
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+ | **Author:** disnegativ \\ **Version: | ||
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You can concentrate forces better, you can outmanoeuvre almost all your opponents, you should know what you are facing. Even under siege, you can often just put up enough siege defence, that you are not forced to take battle on the opponent' | You can concentrate forces better, you can outmanoeuvre almost all your opponents, you should know what you are facing. Even under siege, you can often just put up enough siege defence, that you are not forced to take battle on the opponent' | ||
- | "Hold + attack rear" - You still have it scripted on your raiding parties and it is definitely a good way to deploy flyers. It should not be the only one. Any competent opposition will have troops guarding the rear. Did you scout properly? Then you should know the script before battle. Rare are the players that rescript an army for every battle, especially if it is already on a generic anti-flyer script. Is the defence relying on the two turn preparation time granted by your hold command? You can attack rear at once. Is the front open and only filled turn 2 and later with battle summons? Maybe you want to attack closest? Is there a vulnerable contingent of archers? Maybe you want to attack them? You really don't want to fly in this time? Maybe you walk into battle for a change? The flexibility that you enjoy on the strategic map continues on the battlefield. If you want success with your army of light and medium infantry, you have to use it. | + | "Hold + attack rear" - You still have it scripted on your raiding parties and it is definitely a good way to deploy flyers. It should not be the only one. Any competent opposition will have troops guarding the rear. Did you scout properly? Then you should know the script before battle. Rare are the players that rescript an army for every battle, especially if it is already on a generic anti-flyer script. Is the defence relying on the two turn preparation time granted by your hold command? You can attack rear at once. Is the front open and only filled turn 2 and later with battle summons? Maybe you want to attack closest? Is there a vulnerable contingent of archers? Maybe you want to attack them? You really don't want to fly in this time? You can walk into the battle for a change. (Put your troops in line formation, tell them to " |
A common strategy to counter the threat of flyers is the blob. Mages huddled together in a blob of troops. Or various forms of advanced blobs with doubles lines, that are still ultimately a high density formation. This sets up another tactic you can employ early, thunderstrike. A blob reduces both your risk of missing and the chance of friendly fire. ??Thunder Strike?? is a strong, albeit expensive spell and will do a lot of damage when you catch unresisting enemies in a suitable position. But as described earlier, you will face shock-resisting troops as well. | A common strategy to counter the threat of flyers is the blob. Mages huddled together in a blob of troops. Or various forms of advanced blobs with doubles lines, that are still ultimately a high density formation. This sets up another tactic you can employ early, thunderstrike. A blob reduces both your risk of missing and the chance of friendly fire. ??Thunder Strike?? is a strong, albeit expensive spell and will do a lot of damage when you catch unresisting enemies in a suitable position. But as described earlier, you will face shock-resisting troops as well. |