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El Drem View Drop Down
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Direct Link To This Post Topic: Epic Failures!
    Posted: 23 May 2012 at 04:59

> FW: Failed attack against NPC units's forces by El Drem's forces
> Received: 23 May 2012 03:44
> Original Message:
Two opposing forces clash against each other.

Cavalry comes into its own when able to strike hostile forces at will, and from unexpected directions - and nowhere is this more feasible than on open plains. Lightly armoured spear units, however, prefer terrain where there's some cover available.

Fighting defensively on open plains, cavalry draws strength from the ability to form and reform their lines of engagement depending on the direction of battle, and it is here where cavalry excels.

Attackers: Unit: Quantity: Casualties: Survivors:
Commander: Aegis Songblade Wardancer 1 Damaged for 100, 0 health remains.
Troops: Wardens 100 100 0


Despite your troops' defeat, word reaches you concerning the defenders' forces in this battle.

Defenders: Unit: Quantity: Casualties: Survivors:
Troops: Alpha Wolves 20 19 1
Troops: Wolfpups 152 151 1
Troops:  Grey Wolves 75 75 0
Troops: White Wolves 36 36 0
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Rill View Drop Down
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Direct Link To This Post Posted: 23 May 2012 at 06:05
Memo to self:  Rats are spear units.  Do not attack rats in woods.  Oh, and you might want to scout first if it's outside diplo visibility.

Heavily wooded terrain spells difficulty for ranged units and cavalry. Infantry units find they have a large advantage here.

Like the attackers, these thick forests do not provide much assistance for anyone except your footsoldiers, who take great pleasure in the extra cover afforded to them.

Attackers: Unit: Quantity: Casualties: Survivors:
Commander: Gonzo Knights Knight 1 Damaged for 350, 0 health remains.
Troops: Swordsmen Swordsmen 1000 1000 0
Commander: Kermit Knights Knight 1 Damaged for 450, 0 health remains.
Commander: Amroth Anguireal Charioteers Charioteer 1 Damaged for 350, 0 health remains.


Despite your troops' defeat, word reaches you concerning the defenders' forces in this battle.

Defenders: Unit: Quantity: Casualties: Survivors:
Troops: Ratlings Ratlings 4913 2385 2528
Troops: Rats Rats 2476 1202 1274
Troops: Diseased Rats Diseased Rats 1256 610 646
Troops: Elder Bucks Elder Bucks 1127 546 581



Edited by Rill - 23 May 2012 at 06:06
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Daufer View Drop Down
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Direct Link To This Post Posted: 23 May 2012 at 19:52
Wel Rill, the attack bonus for your infantry in the forest is better than the defense bonus of those rats, so it wasn't necesarily a bad call.  I hope you weren't expecting mch from your commanders though.
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Rill View Drop Down
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Direct Link To This Post Posted: 23 May 2012 at 22:47
Originally posted by Daufer Daufer wrote:

Wel Rill, the attack bonus for your infantry in the forest is better than the defense bonus of those rats, so it wasn't necesarily a bad call.  I hope you weren't expecting mch from your commanders though.

They don't even have any points in bloodlust.  I really need a t2 sword commander in that city if I'm going to run swords from there.

It's on my "to-do" list.
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Direct Link To This Post Posted: 24 May 2012 at 00:09
Hasn't there been a restriction on commanders only dealing at max the damage their troops can deal?
I couldn't find the forum thread on that one again...   But I thought a commander on his own won't deal any damage at all, or at least only the standard attack value of his sort of unit...
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Direct Link To This Post Posted: 24 May 2012 at 02:52
The limit on commander damage is based on total damage of all troops in the army (not division).
"Apparently, quoting me is a 'thing' now."
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Rill View Drop Down
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Direct Link To This Post Posted: 24 May 2012 at 03:52
In the case of that particular army, my commanders got full value of their heroism points since the attack value of the army is far more than the attack value of 60 knights.  However, those commanders, which are from a relatively new city, do not yet have division bonuses leveled and therefore the swords did not benefit from any bonus to bloodlust.
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Direct Link To This Post Posted: 24 May 2012 at 14:24
Ah, thanks HM, that explains a lot  Thumbs Up
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Direct Link To This Post Posted: 03 Sep 2012 at 19:29
dunnoob's [*SKR*] army arrives at [-23|101] in Middle Kingdom 1 minute ago 03 Sep 2012 18:23:01
Cotters from RISE and shine arrived at [-23|101] in Middle Kingdom but were mortally savaged by Rabid Hounds and have not returned.1 minute ago 03 Sep 2012 18:23:01
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Direct Link To This Post Posted: 16 Sep 2012 at 19:14
Is it epic to make the same error again and again and again?  I still try to recall protective troops from squares when my gatherers made it without being killed by NPCs arriving before them.   But the stupid messenger recalls everything, not only the troops.  Disapprove

dunnoob's [*SKR*] units from Grapevine begin returning from [-33|112] in Middle Kingdom 18 minutes ago 16 Sep 2012 17:46:03
dunnoob's [*SKR*] messengers arrive at [-33|112] in Middle Kingdom 18 minutes ago 16 Sep 2012 17:46:02
Skinners from Grapevine were recalled from [-33|112] in Middle Kingdom and were unsucessful in their mission and are returning home.18 minutes ago 16 Sep 2012 17:46:02

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