Are you, in fact, a pregnant lady who lives in the apartment next door to Superdeath's parents? - Commodore

Create an account  

 
Expert Default Wizard Challenge! Need advice

Also you seem to struggle with the very same thing I usually am by early mid-game: Attacking cities. And like you I am often drawn to magicians - it is just so nice to burn your enemies at a distance. But more and more I'm starting to get the idea that it's a trap!

There is typically a window in which you can use magicians offensively - at least with Resist Elements or Bless + Endurance/Prayer, and when they are elite. But mostly treat them as a good defense you can mass produce - the AI seems to and for good reason. They can be awesome in taking lairs and nodes, though. Build WG early in resource cities. Probably barracks too. Then they can be switched to producing defense pronto (either to meet attack, or to hold what you conquer).

I am currently playing a high men black+blue game, and rushing paladins at home (much as I could fighting wars all the time in this game) seems to have been a good idea. You only need one paladin per stack for the holy bonus, after which a knight is almost as good as a paladin but costs 1/3.

You seem to say your defenses can generally handle attackers, which sounds a good start. From there I've built up attacking "fists", consisting of at least 2 stacks. Each stack has ranged attackers (ghouls, magicians), a priest (the scouting bonus is surprising and awesome!) and the hitters (summons, pikemen, knights, paladins, crusaders even to support ranged matches). And of course a transport. With blue I use floating islands. Otherwise 2 ships. If possible support the fist with a naval stack - which you usually should have anyway if the enemy is vulnerable to stack-sinking. (consider water-walking ghouls to turn their navy against them, it's less effective than the floating island but might work)

Each stack can generally defend against enemy stacks attacking them. On the offensive, I can combine the units as needed (and also build a full stack of 9). Expect one "fist" to burn/kill some easier targets, and take and hold one major city. You will lose a stack of units, that's ok. They lost a city, and the remains of your attackers now defend it. By the late mid game if you didn't take much losses in taking a city, consider burning it and moving on to the next (depending on race, size, surroundings). Pretty soon you will see enemy strength faltering.

This is the advantage you have on the AI: I've not seen the AI use several stacks together so that they would in concert fall in on one city on the same turn. Rather if the AI thinks a city too hard for a stack, the stack goes roaming, looking for easier targets. It seems possible to even bait the AI with this. Don't get fooled into running defense with the fist, though it never hurts to hit stacks that you run into and can kill without much losses.

Buffs are awesome in increasing the strength of the most powerful stack you can field. But they are expensive. While using clever combos never hurt, using several stacks smartly is rather the main thing you have on the AI.

Fortress assaults are a more serious business by the mid-game. Don't feel like I know enough, so could also use some advice.
Reply

on advanced I think it's possible to simply outrace the ai and stay ahead. on expert though you're going to fall behind. you're going to feel like maybe you should quit. you're going to need to use your human brain to make smart moves in war and defeat an army two or three times your size. That's how pretty much every strategy game works on hard though. if you still have your entire empire and you're just giving up you're not really proving the situation as "unwinnable". If you want to play smart, stay ahead, never feel hopeless, and win. That's IMO where advanced is at right now and it's doing a good job of it (I quit playing expert some time back because i'm a baby.)
Reply

Alright, thanks for the advice!

I'm on my 9th attempt now and I've amended the challenge to Fair land size only.  I've also tried using mass Ghouls like everyone suggests.

And yeah, Ghouls are good.

I'm crushing right now.  I got a stack of 7-8 Ghouls and I took over a couple early Lairs, got some good units, and now I'm crushing one of the enemy Wizards.  The map has a ton of water and very few buildable areas, which I think is working to my advantage.  I have 6 cities currently in 1405.  Other Arcanus wizards are...

Lo Pan - 6 Sorc/4 Chaos, Runemaster, High Men, Maniacal/Theurgist, 2 cities (I took over 2 already)
Ariel - 10 Life, Guardian, Halflings, Peaceful/Theurgist, 7 cities
Rjak - 10 Death, Speacialist/Artificer, Lizardmen, Maniacal/Perfectionist, 5 cities

I've explored most of the map and there's actually nowhere else to build cities.  This has really hampered Rjak a lot I think, as I see a bunch of his Settlers roaming around with nowhere to go.  He's at war with me but also at war with Ariel, which helps a bit for me to focus on Lo Pan.  I already have 2 cities (one with coal) pumping Magicians which is nice.  Ghouls are just totally dominating Lo Pan's High Men armies and I'm taking over his Nagas/Hell Hounds/Magicians.  I'll probably have enough by the time I'm done with Lo Pan to try whittling down Ariel, and once I've taken over most of her cities too I should have Arcanus wrapped around my finger by 1410.  I think this could be the one!
Reply

I suggest checking how things at Myrror before 1410 if you have an opportunity... Myrran opponent usually takes longer to start, but once he got it rolling -- he snowballs real quick
Reply

After taking out lo pan, you got some interesting options. Maybe the most important thing is whether Ariel has got Rjak hooked into an alliance. If yes, maybe Myrror could be a good next direction. Otherwise:

-You will absolutely murder lizardmen normal units with ghouls. But turtles will be a lot different. So taking Rjak before he swims in turtles could make sense.

-I've not had a strong halfling wizard at all, yet, so hard to say. With life buffs it could be surprisingly horror, but most of her units won't be buffed and will be easy. Since you won't be easily dispelling, taking her out before she has stacks with 50 enchantments could make sense. Finding the Sage hero would be great...

But it doesn't seem either Rjak nor Ariel will be a major trouble, as Lo Pan could have been.
Reply

Life buffed halflings with guardian are possibly the scariest units in the game. If she gets altar of battle, her slingers will be harder to kill than hammer hands or dragon turtles, plus they'll have ranged attacks. Be very very wary of attacking any cities that have buffed units. At least she isn't a perfectionist, so most of her units might not be buffed, but if she takes a while to get unicorns there will still be a lot of buffed units.
Reply

(January 30th, 2018, 15:32)Nelphine Wrote: Life buffed halflings with guardian are possibly the scariest units in the game.

You mean if you don't have guardian wind?
Reply

Ariel seems trouble from a completely different perspective as well : She is a Theurgist with halflings so she'll be quite ahead of the others in research as she is stacking several sources of fast research. If Enlightenment shows up on her list early enough, she might get all very rares way ahead of anyone else and just steamroll everything with ultra elite 3 health slingers and magicians. (At least they probably aren't that strong for strategic combat, but with the globals out, idk, they might be. In normal combat though, with high prayer they'll be almost unstoppable unless you can at least get immunity from ranged attacks somehow.)
Reply

Halflings have 8 figures. You can buff them beyond great drakes for strategic combat. Halfling swordsmen can get ahead of demon lords without even using rares or very rares.
Reply



Forum Jump: