Thread: Fantasy General
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Old 19-05-2007, 06:49 AM   #93
Zwischy
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Join Date: May 2006
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Some random clarifications and extra insight into the game:

Dreggo is so effective against flyers because he has all three attack types - Missile, Skirmish, and Melee. A unit which has any or all of these attacks always uses them in that order: missile rating, then skirmish rating, then melee. Effectively what Dreggo does is 'suck in' the flyers into attacking him by shooting them first...don't try him against Shadow Dragons on the final continent, though, that's asking to get him very dead very quickly, even at 5 shields of experience and with any magical weapon, be it axe or bow.

This is a great way to give other units a serious advantage in combat - give them a new attack type to add to their Melee ratings! I love to give magical bows and crossbows to my cavalry, as that gives them the exact same advantage as Dreggo - they can now initiate attack on flyers, and cavalry can absolutely decimate them with the +8 they get on plains hexes.

Consider giving skirmish weapons (or, yes, missile weapons) to your infantry, especially light infantry. It will greatly enhance their combat abilities, because the missile or skirmish attack which they initially launch allows them to score 'disruptions' on the enemy, which are hits you don't actually see in the battle report - you only see wounds and deaths. These disruption hits can greatly increase the damage your unit does. I especially like to do this with light infantry; they tend to need the help later in the game. Also a great way to defeat cavalry charges even if you already have Negate Cavalry Charge on, say, a Pikemen unit.

You might guess that Archers and Siege Engines don't really gain any benefit from missile or skirmish weapons - their melee/armor scores are too low to avoid a lot of damage anyway. On the other hand, I like to give archers a Staff of Fireball (which has a 3 hex range) or a wand of some sort if that's what I get - they can sidle up next to a unit, use their magical item, then allow your cav and infantry to surround them as they push back the unit you just hit with the archers' magical item. Storm Staff and Staff of Whirlwinds are excellent for archers and especially light cavalry, who can rush in from a fair distance off to screw up a sky hunter's morale before you attack them directly with your own air power.

Siege engines should attack enemy archers first when possible. Don't sacrifice road movement to do it, though. Stay on the road. :P And yes, of course, siege engines are a great aid to your fliers in attacking enemy fliers.

Archers should attack skirmishers - they'll usually do more damage than hitting infantry, plus skirmishers can't hit back. Of course archers get most of their experience from defensive fire, but some attacking does them good.

Skirmishers truly are nasty against units slower than they. They should always attack after siege engines and bombardiers do their thing.

Light cavalry will trade a lot of morale to reduce their wounds and deaths, so make sure your light cav always have retreat hexes available.

Malric the Dragon Rider is one of the best units in the game, at least for the first three or four continents. He can often single-handedly destroy a fresh full-strength unit within two turns, and has the mobility to get there.
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