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haphazard1 Wrote:Sounds like a good plan to me, Mardoc. Even if we end up fighting at night, at least in the open we can swarm. Trying to fight those things one-to-one in narrow spaces...ick. We would lose units, probably multiple units.
Good luck!
You know, it occurred to me - those lvl 2 skeletons are very scary looking, but they're also melee-only. Swarming them with mages/archers ought to work just fine, and if need be I can finish them off with a high HP melee unit like a paladin. I'll definitely spend my first turn mostly backpedaling, but I might be overall more aggressive than I was initially thinking.
Still hoping to get ourselves a mage of light ![wink wink](https://www.realmsbeyond.net/forums/images/smilies/wink2.gif) . Or some more lvl 3 units that can sit on the sidelines in the next few maps until things get desperate. This ones' gained us what, a Red Mage, Paladin, Hoplite, Lord, a pair of Paladins, a Shyde...already! With more fighting yet to come.
antisocialmunky Wrote:Go for it, I had to do a lot of stuff over the weekend so I missed my usual play day.
Alright - and then I suppose we'll simply slot Ranamar in after me, for a current roster of:
fire&ice
haphazard01
Mardoc
Ranamar
with ASM as a floating save-grabber.
Iainuki, Sian, are you still interested? I'm sure we could find a place for you.
Edit: Jkaen Wrote:How do you guys see how much cash the enemy bosses have btw?
There's a window you can open from the File menu, called 'status table'. That tells you everyone's current gold, income, #units, and upkeep costs.
Have you any interest in joining in, Jkaen?
EitB 25 - Perpentach
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Yup, can join. done the 7 map elf mission on medium, and about 10 maps of this on medium as well, so starting to get a feel for things now
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Jkaen Wrote:Yup, can join. done the 7 map elf mission on medium, and about 10 maps of this on medium as well, so starting to get a feel for things now
Let's go ahead and slot you in between haphazard01 and me, then, just to make sure we've got alternating experienced/newer player rotation. Would you rather play now, or wait for the rotation to come around again? I'm ok with either.
If you play now, just take the warning of haphazard and my initial thoughts - this new wave of undead, at night, will be very dangerous. Play it safe, keeping our troops alive is more important at the moment than killing theirs. You'll likely be able to kill them anyway.
[SIZE="1"]Besides, the more we draw this out, the more XP we can collect[/SIZE]
That would make our current rotation:
fire&ice
haphazard01
Jkaen
Mardoc
Ranamar
With ASM still floating.
EitB 25 - Perpentach
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Mardoc Wrote:You know, it occurred to me - those lvl 2 skeletons are very scary looking, but they're also melee-only. Swarming them with mages/archers ought to work just fine, and if need be I can finish them off with a high HP melee unit like a paladin. I'll definitely spend my first turn mostly backpedaling, but I might be overall more aggressive than I was initially thinking.
Yes, our arcane and ranged units should be able to smash those melee-only skellies. But we do need to pull back first, so we can swarm with multiple units. And the other new skellies from green's gold boost will undoubtedly interfere and get in the way as well.
Mardoc Wrote:Still hoping to get ourselves a mage of light . Or some more lvl 3 units that can sit on the sidelines in the next few maps until things get desperate. This ones' gained us what, a Red Mage, Paladin, Hoplite, Lord, a pair of Paladins, a Shyde...already! With more fighting yet to come.
We have been doing well with building up a solid core of promoted units. ![smile smile](https://www.realmsbeyond.net/forums/images/smilies/smile2.gif) Some of them -- loyals and healers -- we will probably continue to use regularly, while focusing on developing new units to expand our ranks of veterans. Others can wait in the recall list now that they are max level. And some (like mermen) are specialty units and will depend on the map.
Although we should keep in mind the merman priestess is a full healer if needed, and can promote to gain illuminate very much like a mage of light. Very slow moving on land, but potentially useful in scenarios where we have a lot of densely packed units and are not relying on mobility.
Also, we should try to develop those loyal thieves we picked up. They are rather fragile, but have decent speed and defense plus the backstab attack. Tricky to use that without leaving them isolated to be swarmed and killed, though.
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sorry just read that I could be up after playing my alloted gaming hours today, need to be socialable now. so will pick up next round
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haphazard1 Wrote:Yes, our arcane and ranged units should be able to smash those melee-only skellies. But we do need to pull back first, so we can swarm with multiple units. And the other new skellies from green's gold boost will undoubtedly interfere and get in the way as well. ![lol lol](https://www.realmsbeyond.net/forums/images/smilies/lol.gif)
We have been doing well with building up a solid core of promoted units. Some of them -- loyals and healers -- we will probably continue to use regularly, while focusing on developing new units to expand our ranks of veterans. Others can wait in the recall list now that they are max level. And some (like mermen) are specialty units and will depend on the map.
Although we should keep in mind the merman priestess is a full healer if needed, and can promote to gain illuminate very much like a mage of light. Very slow moving on land, but potentially useful in scenarios where we have a lot of densely packed units and are not relying on mobility.
Also, we should try to develop those loyal thieves we picked up. They are rather fragile, but have decent speed and defense plus the backstab attack. Tricky to use that without leaving them isolated to be swarmed and killed, though. ![frown frown](https://www.realmsbeyond.net/forums/images/smilies/frown.gif)
I just checked and... funny thing... if we have cave levels, the base speed for a Mage of Light is 5 and 2 moves per cave tile. A mermaid caster is speed 6 and 3 moves per cave tile. If we're not trying to keep up with the "one speed everywhere" dwarves, she can probably keep up with our cave-delving forces, for the most part.
As for the thieves... yeah, they're really hard to use. I suspect the right way to use them is to see if we can get someone forward (for example, pushing through ZOC for a turn or two) and then using them to clean up from the back lines. Ideally, once the one they're backstabbing is out of the way, we can proceed to bring units forward more easily to support. I'm not sure how easy it will be to get that kind of situation, however, and it does completely ignore their skirmishing ability. Maybe hang onto them until the princess shows up to crush our rebellion?
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try and use them (or at least one) for the end of level mop ups like yo have now, where you can split up the enemy more easily and control the engagements
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Jkaen Wrote:try and use them (or at least one) for the end of level mop ups like yo have now, where you can split up the enemy more easily and control the engagements
One of them is also a rogue, as opposed to a thief, which gets them a useful ping-damage ranged attack. TBH, I think the thief is going to be a lot harder to level than the rogue due to a combination of being flimsy and not being able to ping no-ranged units for small amounts of xp.
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Ranamar Wrote:I just checked and... funny thing... if we have cave levels, the base speed for a Mage of Light is 5 and 2 moves per cave tile. A mermaid caster is speed 6 and 3 moves per cave tile. If we're not trying to keep up with the "one speed everywhere" dwarves, she can probably keep up with our cave-delving forces, for the most part.
I had not considered cave movement. ![lol lol](https://www.realmsbeyond.net/forums/images/smilies/lol.gif) We will have to see if we can get the mer-priestess promoted. She got one kill during my turnset, but needs a fair bit more XP to promote for illumination.
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haphazard1 Wrote:I had not considered cave movement. We will have to see if we can get the mer-priestess promoted. She got one kill during my turnset, but needs a fair bit more XP to promote for illumination.
There are also inevitably some wet/swampy parts where we're really hoping we don't get ambushed by undead (or trolls or whatever... but trolls don't really like water either) in those caves, too. Not too many, of course; it really bogs the dwarves down, for one thing.
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