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Stage Two:
Basic Battles
In the early game, battles
are fairly simple. It's mostly a question of numbers, but diplomacy,
spells, and Black
Betweens can make a significant difference.
The numbers game
Most battles in the first
ten turns will be decided on numbers alone. As long as you have a 20% or
more advantage in forces, you will win most battles and by significant margins.
The keys are to keep your border regions stocked so that your enemy can't advance
and to continuously supply reinforcements to the front; areas with untaken territories
should also be constantly resupplied (you want as much expansion as possible as
quickly as possible). Building advance fortresses is crucial for fighting
enemies; they allow you to resupply faster and add to your defensive strength.
In general, the first thing you want to do is stop your enemy from advancing:
make sure you can win the battles along the border with reinforcements if he tries
to cross it. If you can't win the battle, fall back and reinforce until
you can. Try and anticipate moves so that you will be able to reinforce
every border region to maintain the advantage. But don't be over conservative,
sometimes its worth taking risks to get certain positional advantages, you can
bet your enemy will make these risks. Border battles add a little bit of
a twist and can be useful for advancing. Consider, for example, the following
diagram:
If the right two territories are yours and the other four belong to your enemy
(the brown ones are impassable), then advancing from both your territories will
ensure that you win either border battle, should there be one, and also have the
advantage if there are none. A battle like this makes for a major Fury pickup
in the early game. One way to set up a battle like this is to build a large
force in your interior territory (closer to your fortress and/or vulnerable territories),
then move up a large force from behind and when you move it into your interior
territory, move the forces from there into the exterior territory.
If you are fighting with a different type of
lesser than your enemy, it is useful to do some calculations to ensure that
you can get a victory. This is fairly straightforward. Take the
number of lessers you will have and multiply that by their OF rating (see
units for details);
this will be your offense (YO). Take the number of lessers you will
have and multiply that by 100; divide that by 100 minus your lessers' DF rating
(68 for crusaders, 58 for Amra, etc.) to get your defense (YD). Similarly,
generate EO and ED values for your enemies' forces. If ED/YO < YD/EO
then you should win the battle. Remember, though, that the larger your
advantage the less forces you will lose in the process. You'll win fighting
120 vs. 100, but you'll do better fighting 130 vs. 100.
- Set up a defensive line first so that you stall your
enemy's advance.
- Constantly move troops to the border to build up
forces.
- Take any battle where you can win both the border
battle (if it happens) and the territory battle assuming all possible reinforcements.
- Retreat from any position you cannot defend.
- Send one lesser into every forest your enemy holds,
every turn. Even if you lose every time, you still get to see what's
in the forests.
- Send a test lesser into any territory where you think
your enemy may pull out all forces (vulnerable positions or massive attacks).
Sometimes you will get lucky, but any time you can take T from your enemy,
even if just for a turn, gives you an advantage.
- If the front is three or more turns from your original
fortress, built an advance one.
- Try to prevent every possible advance by your enemy.
- Move reinforcements through forests wherever convenient.
- Avoid moving large groups through Dunes whenever possible.
- Keep expanding on other fronts if possible.
- Do not fight battles you cannot win, you are only
giving your enemy fury.
Diplomacy
If you did the right
things in the opening maneuvers, you should have allies helping you in your
wars. However, sometimes allies don't check in or get distracted by
other wars, and of course there are always those who will break nonaggression
pacts and add an unexpected new front to the problem. For this reason,
it is best not to be overly aggressive in your contacts with the people you
are fighting and to have secure deals with the people you are working with.
You may suddenly find yourself needing to call a cease-fire in one war to
concentrate on another, and that can be very difficult if you have cursed
all of their ancestors. Also, try to form a group that can share Treasure
and/or Fury so that if you need a short-term loan you can get some help.
Don't promise too much too quickly to your non-ally neighbors; you don't want
to box yourself in by making deals with everyone around you. Try to
keep expanding on two fronts at all times, but don't try to handle three until
the mid-game. Keep in touch with the people around you. Feel out
the situations around your enemy; look for possible help if things go wrong
and possible targets if things go right. As a general rule of thumb, try not
to be someone's only foe (unless they are very small) and try to avoid being
their biggest problem. The best situation is when your enemy is focusing most
of their resources on fighting someone else. The worst is when you are doing
the grunt fighting and an "ally" takes the spoils, the good ones
share, the greedy ones vulture.
Spells
The proper management
of Fury and the use of spells is what really separates the average players
from the good ones. There is one key concept for using spells in battle:
if you can win the battle and get more Fury than you spent on the spell, take
it (although keep in mind how much fury the enemy may get as well).
Remember, though, that combat spells do not effect border battles. Don't
cast combat spells if you can't ensure that the battle will take place.
Otherwise, you're going to be flushing Fury down the drain. (Although sometimes
you are willing to spend 50 fury for peace of mind, such as in defending a
key structure)
In the early game, the
spells likely to be most useful are Head of Nergal (25 F), Spiral Deflector
(50 F), Terrible Slobber (40 F), and Hand of Nergal (75 F) Hand of Nergal
is good if you have an overwhelming force and your enemy has over 100 lessers
but is likely to retreat. Terrible Slobber is useful if you need to
keep enemy lessers out of a position (a structure for example) that you cannot
otherwise defend with lessers. Head of Nergal and Spiral deflector are most
useful when your enemy is advancing, expecting a win on numbers, but can also
be used if you can ensure winning the border battle but not the territory
battle. You can calculate how much of an impact these spells will have
by using the battle formula for lessers with the
appropriate modified OF and DF numbers. Remember: only cast the spell
if you will get both a victory and more Fury than you spent (and don't forget
that the enemy also gets fury). All the spell effects can be found in the
Tome of K'Ar Tuf (located within the games themselves).
In the mid-game, Optic
Terror (125 F) is useful for attacking fortresses and in close confines.
Splitting a group of several hundred into thirds or fifths can make an overwhelming
force a surmountable obstacle. (Optic terror deploys all lessers in
the region it is cast on to any of the regions they border, or to Hold. Effectively
splitting the army into many smaller armies)
Consider
the following scenario:
If the right two territories are yours and the central
one belongs to your enemy, casting an Optic Terror will divide that 400 into
5 groups of 80 (with some variance). If you send all your forces into
the center, you will win two border battles ("120 vs. 80" each)
and the territory battle ("90+90 vs. 80" since around 30 would die
in each border battle) for a net Fury gain of around 115 (240 enemy slain
-125 Optic Terror cost). You have also killed 3/5 of that army, but more importantly
take then Choke point.
Although when the numbers
of lessers get up into the hundreds, Suckerman is really the key spell. (Suckerman
orders all units bordering a given region to go into that region regardless
of their initial orders) Imagine, for example that you cast the Optic
Terror but your enemy cast Suckerman. Since he spent more Fury (160),
his spell would take effect and he would get a net gain of 80 Fury and you
would still lose the 125 you spent on the Optic Terror, not to mention he
would have totally wiped out your army, kept his position, and had a good
300 left to press on further into your empire. See Advanced
Battles for more on Suckerman.
- Only cast spells where you are sure battles will
happen to your advantage.
- Keep track of your enemy's Fury in the Citadel to
see if you may have to overcast or protect against spells.
- Make sure you will get more Fury back than you spent,
or if not, that the battle is important enough to win.
- Cast the most cost-efficient spell for your situation
(Head of Nergal is more effective and cheaper than Diablo Spear if you are
using Crusaders).
- Try not to cast Star-Piercer (you will want to use
that fortress to advance with), Raw Knuckle, or SawTooth. (Although these
spells all have their unique uses in specific situations).
- Careful when using Jaws of Life or Granapult, they
are very expensive (especially if the battle does not even happen)
- Don't GrunchGuard with more than 30 troops if your
enemy is capable of casting Hand of Nergal (troops held on a mountain/water
get destroyed automatically). Unless you WANT him to cast hand of Nergal (as
fury is more precious than treasure...usualy)
Black
Betweens
Black Betweens are essential
because the number of them you have affects every battle you fight with lessers.
You should cast the first BB as soon as you are able, unless you are already
in the middle of a war and need the Fury for a battle spell that will increase
your Fury total. In that case, wait till after, then cast it.
Alternatively, you may be able to steal one from an enemy; however, but don't
fight at a lesser disadvantage for more than a few turns because it will wear
you down, particularly in the early game. With the second one, wait
until you have about 450F before casting it. With the third one, 800F.
After that, the BB's produce diminishing returns. Rarely does anyone
need to have 4 BB's to win the game.
- Put your BB's somewhere that you can get at them
from both sides, preferably between fortresses; if you should ever lose it,
you want to be sure to be able to retake it , but you don't want to lose it
if you can avoid it.
- Don't cut off paths with your BB's; even though that
may be a safe border now, you may need to move on it if your ally gets taken
out by someone else.
- Capture enemy BB's as quickly as possible.
With dunes types and higher, use land-morphing spells to destroy them if you
can spare the F and you already own that type.
- Try to keep BB's as far away from the front as possible.
- Plan in advance, since the upgrading function of the
Black Between won't take effect until the beginning of next tick.
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