talk:dom5:naaira-expansion-guide
A few comments by Maerlande:
Setting up
- In create game, mention using the same level of independents as the MP game. Usually 5.
- Maybe explain 6 PD. But for SP testing I use 11 if I can afford it.
- For pretender mention that high resource or rec point units may need specific scales to work.
- Good comment on disciples games and making both Pretender and disciple.
Common Mistakes
- Nice use of the sidebar. Good trick
- For commanders consider a couple bodyguards for fragile commanders. Something slow and tough melee.
- Watch range of spells like bless closely. 10 squares. You can count squares using arrow keys to move a formation.
- For blessing with H1 consider hold attack.
Choosing
- Consider bait squads of junk like markata or weak bats :) You know :)
- Blatant weaknesses on important troops like Yavana with zero protection and crappy shields. But awe and hit hard.
- The section on sacreds will need more development. How do you evaluate them?
Common Independents
My quick list:
- Barbarians
- Lizards and shamen
- Bone tribe
- Poison in water
- Dual dagger tribes (land and water)
- Blowpipes
- Heavy cavalry
- Crossbows
Scripting
Big section and will take a lot of work.
Advanced Tips
=Flyers=
I'm sure you have lots of hints for this.
=Tramplers=
- I often use very slow heavy infantry with your best morale in the elephant squads. That way they stay way behind.
- Be sure to put commanders out of the retreat path of elephants. Top or bottom corner. Or if elephants on flank then middle.
=Thug=
I'd put in a couple examples. There are not very many thugs that work early.
New section: Monster expansion
haha
I better help with the Kailas example :) I better gitgud with it first :)
Naaira: Notes to myself
- Remember mercs!
- Backfilling and expansion patterns
- Target numbers
- Awake expander section?
- Xibalba tips
- Kailasa? Or Patala?
talk/dom5/naaira-expansion-guide.txt · Last modified: by migration
