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Company Strategies |
[Lordchip's Tactics] [WyldRage's Tactics] |
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WyldRage's
Tactics: Companies |
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INTRODUCTION |
This is the third article. In it are
my strategies for the design and use of different types of units.
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INFANTRY |
Strength:
Infantry companies are good in melee and defense. They make good line
units to engage the enemy in his front line.
Design:
The best units to put with infantry are the clerics and priests. Most
can cure and/or boost their company's stats. Making them more resilient
is a great concern, since they do most of the fighting. Generally, any
unit making their enemy rout faster, or yours less likely to do that, is
a nice addition. Mages are not very good to have on the front though,
they get killed too fast, so I leave most of them out. Paladins can be
useful, especially when playing against Ceyah players, because they have
a good attack value.
Use:
They are the ones who will make most of your army and the ones who will
most often do the actual fighting. They will be the one who defend your
base or take cities in your name. They will also suffer the greatest
casualties. Try to keep them alive.
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ARCHERS |
Strength:
Archers are good support companies for your infantry. They usually do
more damage than infantry. They will be far from the melee. They can hit
almost anything, if close enough. Sending them in melee is suicide: they
can't take a good hit.
Design:
In this case, most clerics are useless, except if they have some direct
effects on the enemy. If they need a cure, something is going wrong, and
you need to back off. Mages are best used here. They do some good damage
from afar and are better protected if they never engage the enemy.
Rangers could be a good investment too, as they could allow a safer
retreat if the company is engaged in close combat.
Use:
Archers are support companies for infantry companies. If they are kept
away from melee they can do good damage and possibly cover your
retreating companies or eliminate his. If they are ever engaged in
melee, retreat. They are useless in this situation. Better to keep them
alive to fight another day.
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CAVALRY |
Strength:
Speed. That is their main advantage, but also their greatest weakness:
it limits their design choices.
Design:
The only support unit that I give them is the ranger. They add to the
company's speed by their trailblazing ability. As they are also as fast
as cavalry, they don't slow them down. The other support units don't
have enough movement value, they will slow the company down and destroy
their greatest strength. Better use them for infantry or archer
companies.
Use:
They are many uses for them. At the beginning, their speed allow them to
scout around with great ease. In defense, they form a fast reaction
force: they can reach most cities in time to help in their defense. In
offense, they can distance most enemy units and strike where he is most
vulnerable. In combat, they can move in from the back to destroy his
support units/companies. There are two important things to remember when
using them: keep them back until they are truly needed and they need
some space to maneuver. If they are well used, they can become the
factor needed to win a battle or even the game.
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