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Topic ClosedA few more Stratagems

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Direct Link To This Post Topic: A few more Stratagems
    Posted: 06 Oct 2010 at 00:38
there could be a "fortress" type thing that u could put on one of your sov. squares that does the same thing as a patrol. it would be different in the fact that it would give a defense bonus (up to 25%).
Soon, very soon, my name will become synonymous with chicken alfredo.... mmm.... chicken alfredo....
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Direct Link To This Post Posted: 05 Oct 2010 at 17:58
I hardly think you can beat 100% defense to bonus that the town wall would procure.
I would personnaly keep my army at home.
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Direct Link To This Post Posted: 05 Oct 2010 at 17:15
Originally posted by Sok Sok wrote:



A) Option to chase down attacking armies (from another city or occupation location) and attack it.  (Fast T1 and/or Cavalry with Speed commander would be exceptional at this....)

B and C) This should work on passerby armies/diplos/caravans... once pathfinding works.  Intercepting/Ambushing hostile or even neutral armies is good tactic... especially against incoming sieges... 
Why sit and wait for the enemy to come when you can meet them half-way?  In a more favorable terrain/position...
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Direct Link To This Post Posted: 05 Oct 2010 at 17:12
Interesting ideas, here's a few of my thoughts on the matter.

A) Problem is, it is entirely unknown (by design) where precisely the incoming hostile forces are from until they actually hit.

B) Might be useful with the eventual scrying stuff

C) An interesting idea, although it would be a departure from the current paradigm wherein an army really only "exists" at a single square.

D and E are where you really lose me though, and in large part its due to the addition of "roll of the dice" elements. I do not want probabilistic stuff like that, this is not a board game. Troops need to be given orders and follow them for tight military operations to occur. E has its own problems by failing to take into account better or worse units and simply relying on number, but I see probability and pure percentage components as the more fatal flaws.
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Direct Link To This Post Posted: 05 Oct 2010 at 17:05
these are some pretty good ideas for the armies Sok. i think that with the intercept strategm you should also be able to intercept any army and for the ambush one there should be a counter to it, which would be a spell that could be cast by the Mages at your mage tower, or something that can be researced for commanders to sense ambushes just like they sense spells.
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Direct Link To This Post Posted: 05 Oct 2010 at 11:11

Hi everyone, my first post here so be gentle Tongue

Here is a list of few more stratagems I thought they might enrich the available palette of tactics.


A)Retaliate. A defending army when attacked instead of fighting they launch a counter attack to the attacker's town. If they are fast enough they might get there before the attackers force returns. This stratagem is useful when you have an army with better attacking values than defending. A check box in the page of each army would be sufficient to define the defending/retaliation attribute

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B)Ambush... The same as occupy territory but the army does not appear on the map. Especially useful for destroying unsuspecting caravans. Army returns to base after any encounter

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C)Intercept...This will give a standing army (defending) the ability to block a moving army (attacking) when it comes into a sufficient range. The winning army returns to base after the battle.

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D)Patrol... the army disappears from a single location and starts patrolling an area with a radius of 3 squares from their original position. A camp icon signifies the centre of the perimeter on the map. Scouting the exact force of a patrolling power (by sending scouts on the camp icon) is difficult. While patrolling, army cannot actively attack or be attacked by another player but...there is a fair chance that it will reinforce yours or your allies’ troops in any military encounter within the patrolling area. (An idea of the chance of appearing would be 40% for your armies and 20% for your allies' armies). It will be a strategic tool for building alliance defences in a dense populated area or launching collective attacks (some restrictions should be placed in this case). Army returns to base after taking part in any encounter

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E)Guerilla tactics... A small force defending a town might want to enter a guerilla tactics defence mode for a period of time. Two things change in combat rules, when an army assumes this mode of defence.

 1) Regardless of composition and strength the defending army will suffer 50% losses and the attackers whilst winning the battle they suffer a 20% loss. So an army with 200 troops attacking a town guarded by 20 people will loose 40 troops and the defending army will remain with 10 troops alive.

 2) There is a decent chance that guerilla tactics will fail depending on the balance of clashing armies. In the example the attacking force was 10 times more than the defending so there is a 10% of failure. If the defending army was just 4 troops this chance would go up to 50%

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That' s all for the time being, feel free to comment

Sok

(Sokrates in game)



Edited by Sok - 05 Oct 2010 at 11:16
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