BillSeurer
Warlord
- Joined
- Oct 28, 2007
- Messages
- 114
I'm well into my first .34 game (marathon/huge, yeah, I like long, slow games) and tried out various ways of exploring lairs. Here's what I found...
I've decided you should NEVER use an important unit (like an experienced scout/hunter) except at the very beginning of a game. There are too many ways it can be killed or crippled or mutated in some unfavorable way.
I finally settled on giant spiders being best with another unit or two in a defensible spot nearby on "overwatch". If the lair is on a hill, or better yet a wooded hill, the other units can be on the lair, too. Only pop the lair when all these units are fully healed and have full movement (full move doesn't really matter for the one doing the opening). Why?
If you summon something nasty they usually won't see your spiders because of their invisibility and just wander off. The spiders can then chase down the minor summoned things if they want for mucho XP and ignore anything really bad. I actually took out two other AI empires this way! If the spider ends up mutated, withered, diseased, poisoned, and/or whatnot you can always eventually drop it into some city for silk if it lasts that long.
The nearby unit is to help out the spider if it summons things, guard it if it gets damaged, and pick up goodies for safekeeping or transport. Also to act as an escort if you score a good unit (so far I've gotten 2xlizardmen, 2xcommanders, a mage, 3 disciples (all different faiths), an adventurer, a great bard, a great merchant, and an assassin).
Having a griffon as the nearby unit works well because if you find a treasure map the griffon can get to it quickly. It can also get out of harms way if something nasty pops up. Plus it can quickly transport artifacts off to other units.
For shipwrecks I used griffons because that's all I had early on in the game. At one point I had 4 griffons but am down to one now because of shipwreck "accidents". It was still worth it because of the assassin I got which is the most powerful unit in the game right now BY FAR (I added a commander, Orthus's Axe, and it became the chosen of Aeron which in .34 is total kick*ss) as it can kill 3 units a turn easily and has killed up to 7 on defense.
I've decided you should NEVER use an important unit (like an experienced scout/hunter) except at the very beginning of a game. There are too many ways it can be killed or crippled or mutated in some unfavorable way.
I finally settled on giant spiders being best with another unit or two in a defensible spot nearby on "overwatch". If the lair is on a hill, or better yet a wooded hill, the other units can be on the lair, too. Only pop the lair when all these units are fully healed and have full movement (full move doesn't really matter for the one doing the opening). Why?
If you summon something nasty they usually won't see your spiders because of their invisibility and just wander off. The spiders can then chase down the minor summoned things if they want for mucho XP and ignore anything really bad. I actually took out two other AI empires this way! If the spider ends up mutated, withered, diseased, poisoned, and/or whatnot you can always eventually drop it into some city for silk if it lasts that long.
The nearby unit is to help out the spider if it summons things, guard it if it gets damaged, and pick up goodies for safekeeping or transport. Also to act as an escort if you score a good unit (so far I've gotten 2xlizardmen, 2xcommanders, a mage, 3 disciples (all different faiths), an adventurer, a great bard, a great merchant, and an assassin).
Having a griffon as the nearby unit works well because if you find a treasure map the griffon can get to it quickly. It can also get out of harms way if something nasty pops up. Plus it can quickly transport artifacts off to other units.
For shipwrecks I used griffons because that's all I had early on in the game. At one point I had 4 griffons but am down to one now because of shipwreck "accidents". It was still worth it because of the assassin I got which is the most powerful unit in the game right now BY FAR (I added a commander, Orthus's Axe, and it became the chosen of Aeron which in .34 is total kick*ss) as it can kill 3 units a turn easily and has killed up to 7 on defense.