Theme Ingredient: Rangered Dragoons, By Peter, 8/20/01
These companies are perhaps the best raiding parties in Kohan. They are
cheaper in upkeep than Void Beasts or Rangered Cavaliers, but have greater
mobility than Shadow beasts. This company requires four component slots to
produce:
-
Woodmill
-
Blacksmith
-
Barracks
-
Library
Three or four companies of this type in the back field can ruin your day and
may turn the game.
Vulnerabilities:
-
A. Expense
-
B. Cavalry
-
C. Morale
-
D. Flanking
A. These companies are costly. You need at least 400 gold in
components/upgrades from a village settlement. If you can find the
Nationalist Town or Royalist/Council City that is producing these companies,
you have hurt our opponents badly. Because these companies are so costly,
you will usually only see them in the middle to late game (barring an
opponent finding a Nationalist Town or Drauga/Gauri/Haroun). Since you will
see them later in the game, you usually will have time to establish a
military force of your own and perhaps some outposts to see what the enemy
is sending towards us. Most players announce when the opposition has
developed Shadow Beasts, Void Beasts or Cavaliers. Consider announcing
Rangered Dragoons as well these companies have tremendous mobility and may
show up later.
B. As these companies are cavalry, Footmen become very cost efficient
counters as Footmen receive +5 to attacking cavalry. Pure Footmen companies
can be built anywhere for cheap, and it won't hurt your economy too badly to
produce 4 full companies of Footmen (-48 gold) temporarily to defend against
Rangered Dragoons. Usually company slots are the limiting factor.
C. Rangered Dragoons can usually fight off militia and massed Footmen, but
eventually their morale begins to wear down. If you can get one of these
companies to rout, they are dead. Just keep following the router and
harrass the company back to its home or grave.
D. If at all possible, flank these companies and kill the Rangers. These
elements die easily in melee so besides rapidly decreasing combat
effectiveness, you force the opponent to lose the company's trailblazing
modifier. When these companies are slowed down, it makes it easier for your
allies to send their Footmen into the fray.
Kevin says:
I tried Nats at 650, one settler (no kohans).
CarpGuild, Lib, upgrade, barracks, blacksmith, rangered goons, blast furnace (or blacksmith in 2nd town if you really cannot affor the extra 12).
+20 econ.
Dont build in the second town till your goons are out.
Then 2st town market, woodmill, bring out rangered scouts.
+18 econ.
Or team up with pressed scouts from another player.
Scouts + Goons can take out a city at the town level.
Also you have enough mana to double ranger if you have enough cash.
Battle history
8/5/01
Battle GreyMouser
We tried our strat for the 1st time,
bin, fish, Janitor, IronChef
against
GreyMouser, Phantom, Leo Jose and WarPath.
We lost, but the film should be instructive.
Phantom's 5 zombies, and Leo's 3foot/1inf/1engie did the business and walked right through
bin in the northwest, while we had committed our troops to the south against
Warpath's 4skeles/4zombies and GreyMouser's 4inf.
Peter's film review:
I have reviewed this game and have some constructive criticism. Please keep
in mind I am only an average player and welcome criticism myself to improve
my game. I'm just trying to help our clan out by polishing some rough
edges.
Good work to IronChef in being the first of 8 players to construct his first
component and build his initial companies. I bet he uses hot keys and
presaved companies.
Ironchef and Fish may have elected to delete one of their outposts since
they were in excellent positions at the edge of the map. Bin, being in the
middle and planning to go for Shadow Beasts, might have elected to keep one
outpost.
Bin, why did you build 11 Shadow Beasts and 1 Shadeling? With a Mage
College and Mana Forge you can make it to 12 Mana, so I was confused on the
Shadeling.
The team was hurt by a lack of scouting. Someone needs to play the scout
role.
Bin, you attacked a dragon with your Shadow Beasts. This crippled the
incredible investment you had made in the premier companies on the board up
to that time. We should avoid attacking dragons and instead use their
location as ambush sites and as protection for our flanks. When you find a
dragon, retreat and think to yourself - "I have an advantage that I know
where that dragon is and my opponent doesn't." If you really want to attack
a dragon, make sure it is middle game and your teammates know that you will
be defenseless for a period of over 2 minutes. This is probably where the
game was lost. It's too bad, because up to that point, I was thinking, "Oh
man, Bin has these guys right where he wants them!" Bin, you are very
offensive minded - and that is great! You might want a little more balance
though. For example, since you started in the middle and knew you were
going to upgrade your first settlement, you might have left both outposts
there, saying to yourself, "I know I'm an all out offensive sort of guy. I
better leave these outposts here because I'll probably be out ransacking
everyone else and I don't like to think about defense."
In the attack on Thoth Amon, I noticed you had your Shadow Beasts in battle
formation (good), but located in the grass (bad). Your opponent was in the
Forest and got a +4 to DV. It was a difficult situation. Bin was probably
hoping his opponent wouldn't find him. But at this point, Bin should have
built Watch Towers in Thoth Amon - even before his opponent showed up.
The rest of the team had an incredible swarm of footmen, but they were
marching through the fog in battle formation, fighting bandits and slaan.
Why? No scouting. Think of no scouting as blinding yourself. We need to
know where the enemy is and RUSH there if we are rushing! 8 )
IronChef, good placement of the outpost in the middle region of the board.
It gave a jumping off point.
Fish, you should have given Bin a settlement. He probably needed it after
he lost his. Nationalist players in the corner can be growth monsters!
Help spread the cancer of nationalist settlements by building and giving
away settlements to anyone who loses one.
At New Bellows, Bin and IronChef are on the defensive, standing in the
grass. There was forest right next to both of you that would have conferred
+4 DV. And Watch Towers would have been very cost effective here.
Janitor, when you Fish and Ironchef attacked at Storm Keep, you did a
beautiful little side-step with your Arch/Wiz/Wiz company. It was the right
idea in that situation and well executed. So many people would have
retreated back, but by going sideways, you allowed your company to stay in
the fight without getting too badly hurt. This particular type of company
(Arch/Wiz/Wiz) should be considered a morale buster and is best used to
break Footmen companies.
Bin, at Nightshold you did a brilliant flank with your Shadow Beasts. You
were in the forest and hitting them in grass from behind. Lovely!
Before losing Raven Hollow, it might have been useful to ask for money from
allies and build as many zombie companies as possible. Even if they had to
retreat to Ellicot, they could have held a long time in the jungle just to
the north of Ellicot. They are very cost effective defenders if you know
your opponent is attacking along a particular axis.
But at this point the game is over. All the tactics in the world won't save
us now. We had captured a Ceyah village, while they had captured a Ceyah
village, a Ceyah town, and two Royalist towns.
Interesting game!
8/7/01
Leandro gives us