Drakes beat Northerners: Replay wanted
Moderator: Forum Moderators
- Wintermute
- Inactive Developer
- Posts: 840
- Joined: March 23rd, 2006, 10:28 pm
- Location: On IRC as "happygrue" at: #wesnoth-mp
Re: Drakes beat Northerners: Replay wanted
I don't know what irony is, but that has GOT to be irony.Eskon wrote:Turn four: You proceed to absolutely own his scouts, while having gotten all your villages. I'm not seeing much badness from your side. And sheesh. Does the AI ever learn?

"I just started playing this game a few days ago, and I already see some balance issues."
Re: Drakes beat Northerners: Replay wanted
A rhetorical question, I know... I assure you I was aware of the irony soon after I wrote it, and I though I'd let it stand to see how many people would spot it 
EDIT: Um, englandschorsch? "Roast"? With Cold attacks?

EDIT: Um, englandschorsch? "Roast"? With Cold attacks?

-
- Posts: 25
- Joined: August 30th, 2008, 9:49 am
- Location: Karlsruhe, Germany
Re: Drakes beat Northerners: Replay wanted
Erm, yeah. *lol* Talking about unwanted irony. *grin* Stupid me... *hehe*Eskon wrote:Um, englandschorsch? "Roast"? With Cold attacks?
Let Epsilon be greater than zero.
Re: Drakes beat Northerners: Replay wanted
If you want to beat an Al, try and recruit 2 gliders, 2 Burners, 1 clasher and a Fighter at the start.Never underestimate saurians eather, as the Augur can heal and cast spells at units in good terrain, and the Skirmisher can attack from behind, saving room for the bigger units to attack. Another important thing about saurians is, they're chaotic and dont need to retreat at night.
Use the Gliders to dance around the orcs, gradually pulling them to the sides as the computer is stupid and wants to kill them. At the End, the orc forces will be split into two parts at eather side of the map, and while the Fighters and Clashers hold off the main forces, two Burners, at long it is morning/day, will easily finish off the leader. If that doesnt work,look out that you try and use burners/gliders against Grunts and Wolf Riders, while melee fighters deal with assasins and Archers.
Use the Gliders to dance around the orcs, gradually pulling them to the sides as the computer is stupid and wants to kill them. At the End, the orc forces will be split into two parts at eather side of the map, and while the Fighters and Clashers hold off the main forces, two Burners, at long it is morning/day, will easily finish off the leader. If that doesnt work,look out that you try and use burners/gliders against Grunts and Wolf Riders, while melee fighters deal with assasins and Archers.
Re: Drakes beat Northerners: Replay wanted
I think I'd retreat them at night.mnt wrote:Another important thing about saurians is, they're chaotic and dont need to retreat at night.
Re: Drakes beat Northerners: Replay wanted
But it isnt as necessary. They only lose 25% instead of 50% relative strength at night.
Re: Drakes beat Northerners: Replay wanted
Do you know what you are talking about?Taimat wrote:But it isnt as necessary. They only lose 25% instead of 50% relative strength at night.

Re: Drakes beat Northerners: Replay wanted
They don't lose relative strength when both units are chaotic. The only problem is that their low HP is even worse against the stronger nighttime attacks, and their resistances don't help much either. The only thing they've got going for them are the terrain bonuses, and if swarmed, their luck won't hold.
Re: Drakes beat Northerners: Replay wanted
IB is being pessimistic with his figures even... 2 night-time grunt strikes usually kill a saurian. You usually get 2 strikes in out of 4 vs 50% defense (what they have on villages), actually, even vs 60% it's a usual outcome.
Re: Drakes beat Northerners: Replay wanted
The point is probably that it doesn't make any sense to retreat 80% of your army and let the other 20% stay back to be freely attacked, Augurs especially. Skirmishers can probably dish out halfway decent retaliation damage while blocking pursuit if you place them in front of your retreating drake forces in 60% terrain, and if they survive, you can have them flee thanks to skirmish. If you make sure your pursuit-blocking skirmishers can't be attacked by more than two grunts, they should have a decent enough chance to survive.
Leaving a caster open to attack by melee forces is a dumb idea even if the melee units were to fight on the wrong time of day...
Leaving a caster open to attack by melee forces is a dumb idea even if the melee units were to fight on the wrong time of day...
Re: Drakes beat Northerners: Replay wanted
6. 6 goldYogi Bear wrote:
However, if you play this a little smart, it will only be one village in question and only for one or at most two turns. Remember, that 1 turn costs you a net loss of 4 gold per lost village (2 less for you and 2 more for your enemy). But 4 gold is a lot less than a lost unit.
I can see you!...
-
- Posts: 36
- Joined: November 6th, 2008, 12:48 pm
Re: Drakes beat Northerners: Replay wanted
I'm a new player too, undead warrior but i'm converting to drakes, I'll play some on Northerners and tell you what happens.
Attack my ghosts!! , whats this? day time? RUNNNN!