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Your playing a substandard military kingdom and want a way to protect your capital. Why not build the defenses up in a village and move your capital there.
Why water - you automatically remove the ability of the RD or BL to be able to ever attack you. A maximum of only 12 brigades from an enemy kingdom can reach your capital, other than the GI not many can get a force large enough to attack a 40-60k defense PC with 12 brigades. Most players are afraid to take groups/mages into the water. You can have a single brigade out front with 12 high quality ships and take down even the mightiest of foes.
Why village - the main reason is due to Mage destroy spells. A high level Mage can cast destroy town for 7k damage but can only do 3500 damage vs a village. So if only one Mage is attacking you can use the 600 order to restore your defense almost as fast as they take it down and it will require 2x the number of spells to destroy your PC. Also density vs a village is no modifier. After you have raised a villages D a couple times it is actually just as strong as any town only harder to take down. Others normally scout towns before villages so could save you a bit of time even being found out.
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Is there a cap on how many times destroy village can be cast per turn?
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Once per Mage so not really.
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(07-29-2015, 12:17 AM)Jumpingfist Wrote: You can have a single brigade out front with 12 high quality ships and take down even the mightiest of foes.
I don't understand this part. Why would you need the one brigade? Wouldn't just a Sea Patrol do the trick?
-This Khal Drogo, it's said he has a hundred thousand men in his horde
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(07-29-2015, 05:17 PM)Drogo Wrote: (07-29-2015, 12:17 AM)Jumpingfist Wrote: You can have a single brigade out front with 12 high quality ships and take down even the mightiest of foes.
I don't understand this part. Why would you need the one brigade? Wouldn't just a Sea Patrol do the trick?
Yeah, Sea patrol alone works.
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(07-29-2015, 05:35 PM)Hawk_ Wrote: (07-29-2015, 05:17 PM)Drogo Wrote: (07-29-2015, 12:17 AM)Jumpingfist Wrote: You can have a single brigade out front with 12 high quality ships and take down even the mightiest of foes.
I don't understand this part. Why would you need the one brigade? Wouldn't just a Sea Patrol do the trick?
Yeah, Sea patrol alone works.
no you can slip past a sea patrol but if the group slips past the sea patrol now your guaranteed to get your navy to fight. I agree likely sea patrol is enough but just giving way to be even safer.
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(07-29-2015, 05:42 PM)Jumpingfist Wrote: (07-29-2015, 05:35 PM)Hawk_ Wrote: (07-29-2015, 05:17 PM)Drogo Wrote: (07-29-2015, 12:17 AM)Jumpingfist Wrote: You can have a single brigade out front with 12 high quality ships and take down even the mightiest of foes.
I don't understand this part. Why would you need the one brigade? Wouldn't just a Sea Patrol do the trick?
Yeah, Sea patrol alone works.
no you can slip past a sea patrol but if the group slips past the sea patrol now your guaranteed to get your navy to fight. I agree likely sea patrol is enough but just giving way to be even safer.
Ok, I think I can learn something here. If 2 groups are opposite each other on a water hex do you mean you can issue 110? I'm lost...
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(07-29-2015, 06:11 PM)Hawk_ Wrote: (07-29-2015, 05:42 PM)Jumpingfist Wrote: (07-29-2015, 05:35 PM)Hawk_ Wrote: (07-29-2015, 05:17 PM)Drogo Wrote: (07-29-2015, 12:17 AM)Jumpingfist Wrote: You can have a single brigade out front with 12 high quality ships and take down even the mightiest of foes.
I don't understand this part. Why would you need the one brigade? Wouldn't just a Sea Patrol do the trick?
Yeah, Sea patrol alone works.
no you can slip past a sea patrol but if the group slips past the sea patrol now your guaranteed to get your navy to fight. I agree likely sea patrol is enough but just giving way to be even safer.
Ok, I think I can learn something here. If 2 groups are opposite each other on a water hex do you mean you can issue 110? I'm lost... Yep. And the issue is decided by number and quality of fleets as opposed to brigades/troop types. I.E. If the GI showed up with a 5 GI brigades on fleets of quality 12 and you had a single UN brigade a 5 fleets of quality 14, you would win the battle. However--not sure if this holds true--I believe, unlike land combat,,--you are able to lose the battle and still attack the pop centre.
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(07-29-2015, 07:45 PM)wfrankenhoff Wrote: (07-29-2015, 06:11 PM)Hawk_ Wrote: (07-29-2015, 05:42 PM)Jumpingfist Wrote: (07-29-2015, 05:35 PM)Hawk_ Wrote: (07-29-2015, 05:17 PM)Drogo Wrote: I don't understand this part. Why would you need the one brigade? Wouldn't just a Sea Patrol do the trick?
Yeah, Sea patrol alone works.
no you can slip past a sea patrol but if the group slips past the sea patrol now your guaranteed to get your navy to fight. I agree likely sea patrol is enough but just giving way to be even safer.
Ok, I think I can learn something here. If 2 groups are opposite each other on a water hex do you mean you can issue 110? I'm lost... Yep. And the issue is decided by number and quality of fleets as opposed to brigades/troop types. I.E. If the GI showed up with a 5 GI brigades on fleets of quality 12 and you had a single UN brigade a 5 fleets of quality 14, you would win the battle. However--not sure if this holds true--I believe, unlike land combat,,--you are able to lose the battle and still attack the pop centre.
It looks like I should have looked at the commands:
#110 ATTACK ENEMY GROUP -
This orders a specified group of your kingdom to attack a group in the same area as it. Ordering one of your groups to attack a declared ally's group results in a -10 reduction to your group's morale before combat ensues, while attacking a declared enemy adds 5 to the group's morale entering combat (these modifiers are for the combat only and are not carried forward permanently). If two different kingdom's groups are at sea and one attacks the other, the battle is a sea battle. Sea battles are based on number of ships, quality of the ships, and leadership; however spells have no effect at sea. Notes: If your group retreats or defends it will be unable to attack or parley a population center. Attacking your own groups is never a wise decision. There are various penalties and the order will also fail.
Column A - Your group's I.D.
Column B - The group I.D. of the group you wish to attack
Column C - Your tactical selection ("1", "2", or "3")
Resource Cost - 0 Gold.
Looks like something that could have surprised me later...
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07-29-2015, 08:10 PM
(This post was last modified: 07-29-2015, 08:16 PM by HeadHoncho.)
Correct, if you are forced to retreat in a 110 sea battle, you can still attack the pop center. This rules quirk cost me a victory in game 121, but hey, who's counting.
EDIT: I should qualify, this was under Clipper. Have not tested this under the new platform.
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