![]() ![]() ![]() Now if you move your entire company out of their vision range before a single one of the enemy can act (this is rare though since they almost always out initiative you), then the enemy will 'turtle.' This is not true turtling, they simply cant see you to decide what to do.Įasily tested by just taking a whole bunch of nude brothers and withdraw mayb 2-3 tiles on turn 1 before the enemy. The only exceptions tends to be if they have no range (or inferior ranged distance). If you attack them however, they'll turtle. 5 ambushers, several skirmishers but will alway charge my group with 1 archer. If they attack you on the world map, they'll pretty much charge you. They've no range.ĪI attacking/holding behaviour is very predictable. Undead, on the other hand, always seem to charge. The AI decided it wanted to turtle, despite getting pincushioned to death. Today I fielded 7 ranged bros (xbows, mostly) and 5 frontliners with throwing weapons, against 12 raiders (only 5 of them marskmen). Ive backwards retreated on turn 1 multiple times and just waited out ~5 turns and they never arrive (to lure out savants). Is it possible that your high ground was anywhere within their vision range. Theyll spam miasma like crazy once you start advancing towards them, and youll already be pretty beat up.Īh, strange. Then you can mop up priests, though be warned. This means they'll focus their attacks on the same 1-2 areas, so hopefully youll have enough hp to tank that miasma. The only thing youll need to worry about is miasma but fortunately the priests tend to only advance into range of the nearest brothers. You need a high resolve team + banner sergeant for basic immunity against priests. The necrosavants arrive first, so deal with them how you normally would.Įventually the rest arrive and due to the unique terrain only a select few can engage you at a time. Once you get into position just send out a dog to initiate the battle since the enemy actually wont move if you moved backwards immediately. It forces the polearm users to up without being able to hit your brothers. The hill needs to be behind your starting position, as if you advance even the slightest the enemy will start advancing on you (which means the necrosavants too, eventually).Ģ step hill is the key word here. Yes you can do this legitimately too, just retreat if you dont find an area with a nice defensible 2 step hill. ![]() Use dogs to stall and split up the enemy force. Dedicated spearmen are also amazing anti-flankers that can delay the enemy surround by 2-3 turns (even more, if they have high enough melee attack).Ī Sergeant is also a must, to negate morale penalties due to surround and wounds/hits. Don't bring any bro that can't survive at least 2 rounds of Necrosavant abuse. If you must bring archers, make sure they can double as lancers (2-tile weapons). Party composition should be either uber turtle or glass cannon 2H bros. Your willingness to save-scum (or lack thereof) is a factor as well, at least until you land a map that's to your advantage. Depending on map geography, you could abuse height differences and set up so you'll have the height advantage even in melee. This way, enemies can get only a partial surround. Retreat to the edge of the screen (bottom left), but don't touch the white flags. If you wanna be legit, run a defensive turtle. Some of your men will take wounds no matter how carefully you play, but that's not a problem since you're not gonna tackle the Monolith unless you have a roster of 20 veterans, right? :) Swap out your armor (you ARE carrying spares, right? if not, you should be!), then do it again. Kill a few enemies, and then retreat right away, taking care not to incur too much damage in the process. If you want to cheese it, attack with 12 men. With a 4 day trip back and forth, I suspect (not sure) all the units I kill will be regenerated by the time I get back haha. In fact, I have to go through some ocean/water parts to reach the darn thing. However, with map destruction on, the Black Monolith in my game ended up close to 1/2 a map away from the nearest town, with no roads anywhere close by. Traditional method of beating it is to kill some units, retreat, go heal at the nearest temple, then go back and finish the remaining enemies. Originally posted by Kalis:Looking for suggestions from other veterans :) ![]()
0 Comments
Leave a Reply. |
Details
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |