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==Raiding==
==Raiding==
Not all battles are for conquering and holding territory; it can be worth it, especially for highly mobile or stealthy forces, to target individual provinces for some particular value and do damage before  the province is retaken.
Not all battles are for conquering and holding territory; it can be worth it, especially for highly mobile or stealthy forces, to target individual provinces for some particular value and do damage before  the province is retaken.
==No Survivors==
Routed troops will flee into neighboring friendly provinces. Make sure that no such provinces exist for your enemy ! Use the "magic" movement phase (together with stealth armys) wich comes before the "normal" movement phase  to conquer all the enemy provinces around the main "battlefield" province.
If the enemy army in this main "battlefield" province is routed and have no province to flee into, all enemy units are lost and your foes will hopefully think twice before attacking you again.
Check the army size graphic after such an battle. Take a screenshot from it and send it to your human opponents as a warning.


==Paratroopers==
==Paratroopers==

Revision as of 19:42, 9 November 2006

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Assassins

While assassins may be somewhat expensive and their success is not guaranteed, the abrupt elimination of enemy commanders can be highly disruptive to enemy forces.

Army annihilation spells

Armies can be felled en masse. Sometimes this is done with battlefield magic that affect all foes present; there is also ritual magic that can target enemy armies in arbitrary provinces.

Raiding

Not all battles are for conquering and holding territory; it can be worth it, especially for highly mobile or stealthy forces, to target individual provinces for some particular value and do damage before the province is retaken.

No Survivors

Routed troops will flee into neighboring friendly provinces. Make sure that no such provinces exist for your enemy ! Use the "magic" movement phase (together with stealth armys) wich comes before the "normal" movement phase to conquer all the enemy provinces around the main "battlefield" province. If the enemy army in this main "battlefield" province is routed and have no province to flee into, all enemy units are lost and your foes will hopefully think twice before attacking you again. Check the army size graphic after such an battle. Take a screenshot from it and send it to your human opponents as a warning.

Paratroopers

Some rituals like Fairy Trod allow you to move an army in the magic phase into any enemy province. Other spells like Cloud Trapeze allow an single Commander to teleport himself into an enemy province. Other (cheaper) spells like Imprint Souls or Call of the Wild summon a small armys into any enemy province. Such magic 'Paratroopers' armys attack together with stealth armys already hiding in the target province and having the order "attack province". Force your enemy to patrol his lands and invest his gold into province defense. Keep in mind that battles initated by magic come before normal troop movement.

Super Combatants & Thugs

Particularly formidable commanders, such as Niefel Jarls and a number of pretender types, can become extremely dangerous on the battlefield with appropriate magical gear, orders and perhaps a few spells. Some such commanders can conquer enemy provinces alone and are called Thug or Super Combatants (SC).