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Taking cities. How/when/why?
#21
Hi guys!

Thanks for the input. But I don't want be misunderstood. He is kickin my butt (but with kid gloves on) - no combat yet (just political right now). Since I have been so preoccupied with this one blasted city (errrrgh). He has had free rein elsewhere. We talked about what positions to play beforehand and I was interested in playing SO/RA. I was very impressed with the early military advantages RA has - and if I could have gotten to him quickly. It would be different. I didn't know about ward spells (even though I had read it) and had no clue about extra orders.

This was not the fault of my mentor and worthy opponent. I just got frustrated because we were not in different regions to start (still mixed feelings on that one) and without not knowing the about the ward spell (and not having a group to get down there quickly) - I was at my wit's. I highly recommend my mentor as a teacher. He allows you to make mistakes, but he is not gunning for me. Reason I know that is, if he was he would already have at least 3 cities.

In just 5 short turns I have learned ward spells, unusual encounters, how to really take a city, protect emms, recon and how to combine/transfer in groups. I have also learned what it is like to be way low on gold. I'm sure that will be a valuable lesson, when I get to the real games!

grimm
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#22
I always suggest reading the rules first. Study the kingdoms next. Study your kingdom setup and turn0 so you can know your kingdoms strengths and weaknesses and your opponents(setup) as well. Look at your spell list , see what new spells you will get with next level. Anytime you are dealing with a wizard kingdom you will need to be able to counter his sleep spells right away. Know the terrrain you fight best in. Look at the map, devise a plan. Make sure your spies are looking at everything. Get that priestess and use her on turn 4 , i usually look for towns right away. Use your king to get region friendly asap. Split off a single captain/centurion on turn 1 to make sure you have 5 groups looking for PC's. Just remember to recombine or have one group back at your capital by end of turn 4 so you get your reinforcements at beginning of turn 5. Use your groups of 3 brigs to take villages. You can send an emm or attack it or parlay with it or use wizard to diplomacy it. Look at the order sequences so you can see WHEN everything occurs. I prefer to attack the human villages and either send an emm or parlay with neutrals. RA will heal their attrition every turn but not the non RA units. Being in a friendly region adds 2 morale every turn. You want your group strength to be 2x or better when attacking PC or you may lose leaders/wizards. Use the tools. Rick will probably let you do another dual after this one so just keep learning. There is alot to it but the more you learn the more enjoyable it gets.
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#23
Well, I would certainly be glad to have another game. I'm not sure how much I qualify as "new "but I guess when all is said and done guess when all is said and done I just started last week on the new iteration of the game
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#24
(04-14-2017, 07:35 PM)Diws Wrote: Well, I would certainly be glad to have another game. I'm not sure how much I qualify as "new "but I guess when all is said and done  guess when all is said and done I just started last week on the new iteration of the game

Just let me know if you want to take me up on a structured start offer.

You can play Ranger again and I could play CI or SA.

Dbeitz@yahoo.com
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