Ultimate_Waffle
The soul devourer.
I want to hunt, but my trackers end up dying from predators or barbarians. Should I be escorting them with other units? What mix of units is good for the purposes of hunting?
Are you playing with the size matters option? It makes enemies group up and be stronger. You can also group up three units of the same kind to make them stronger.
Depends on how much territory you have to hunt in and how crowded other hunters are there. Some regions you are dealing with sone super lethal predators and you need to take some special actions to kill them before it's worth getting many hunters out. Every game really is different the way you have to adapt to the territory you're in.Okay, thanks. How many hunter units seem to be good? Each unit I build halts city growth, so I don't want to overdo it; but I don't want to be underwhelming about it either.
Back when I started my current game (October), hunters moving into a tile would attack critters they had not known were there. I guess it was an ambush, but the critter got the terrain defence bonus (aka insult to injury). Is that still the case? If so, on Size Matters it's generally a bad idea to move a Tracker or even a Hunter out of your borders - except (maybe) to attack a visible harmless animal and then retreat again. (Just a reminder and for the information of other readers, trackers - 1.33 - and I think hunters are 1/3 weaker on SM, while predators are often 50-200% stronger eg. str 9 caiman. Personally I think it's a bug)Don't attack what you can't easily kill. Take care with them until you can get them to Hunter unit or above.
It's still the case, which is why it helps to combine your hunters with a strong merged melee unit. You're going to lose some depending on the area. If you send a second hunter and specialize them in visibility promos, you can likely avoid being taken by surprise. In a lot of cases, it's the fact they are getting sneak attacks for surprising you that's the most lethal aspect of it. Some creatures require merged spears AND enhanced visibility to defeat, and may even need a good hunting unit to back that up if you can't quite kill them. Super units CAN emerge but they are rare and intended to be a major challenge to have to overcome if you do struggle with one. Some of the most productive regions to hunt also have the worst predators to counter.Is that still the case? If so, on Size Matters it's generally a bad idea to move a Tracker or even a Hunter out of your borders - except (maybe) to attack a visible harmless animal and then retreat again. (Just a reminder and for the information of other readers, trackers - 1.33 - and I think hunters are 1/3 weaker on SM, while predators are often 50-200% stronger eg. str 9 caiman. Personally I think it's a bug)
So yes, not ALL games allow you to benefit much from early hunting. Those that do, great, take advantage of it, but if it doesn't, don't keep plugging out units just to send them to the meat grinder or you're wasting your production. Therefore, if your hunters are surviving, keep using them! If not, switch tactics and go more for the reliable investments of your production. That's part of the design intent is to get you to have a different game experience and have to play it out differently every time.
One thing that's coming at some point soon is the ability for a hunter to split up a herd when he fights one and re-engages only 1 of the split 3 units, then tries to further split that one, and keeps doing so until he's isolated his prey completely. This should make hunting much less dangerous in the early eras, depending on what sort of challenge it is you're up against.
But many variations between the two poles. That's like saying there's not much of a planet we have here on Earth since there's only hot and cold places. Oversimplifying much? lolFirstly, it's only two different experiences
Hmm... well... I still train them so they aren't too lacking. I just experienced sending out a stack of 2 wanderers and a merged group of spiked clubmen since I haven't teched down the hunting path yet. I use the wanderers for the smaller game it won't die trying to kill and the spiked clubmen are fending off Bengal Tigers when needbe. The wanderers are developing the visibility promos so little surprises the stack. They've survived a pretty harsh territory pretty effectively. One wanderer of the 2 did die at some point and now I'm bringing them back to be upgraded to at least trackers now that I've teched the hunting side of things more. Not seeing a balance problem. Wanderers and chasers are great for small game but if they are completely survivable on their own, why would you need trackers and hunters?Thirdly, I would've hoped the effort would be ongoing to make the earlier hunters/explorers (Wanderer and Chaser before the Tracker) more worth building - not less.
We've gotta strongly disagree here. The invisibility capabilities of the hunter are quite profound because it allows them to take risks then expect to be able to heal afterward without everything in the forest seeing and attacking them. Thus, they get respite. Secondly, they can develop such strong sneak attack capabilities with their promotions that they can take out armies despite all the penalties they naturally get towards combatants down usual hunting promotions and native modifiers. You clearly are not yet comfortable with how to exploit stealth units to their fullest power. The stealth also enables them to hit birds fast enough and hard enough for them to not flee - if they really don't see you coming and you hit them with enough stealth attacks to finish their small HP totals before they can potentially withdraw. Furthermore, they have one of the highest visibility abilities towards camouflage and many are high quality so can see through small size factor invisibility as well. LESS useful? I think they're FAR more useful with these dynamics on since they are the beneficiary of some of the greatest gifting in this area.The invisibility mechanics (I'm not complaining about them per se they're awesome) also take early hunters further in the direction of useless.
That's exactly why they are weaker here, yes. They are far too strong in the main game and there's really no strategic care that must be taken with them at all there. Just send them out to harvest. If you want them to be that simple, but still want to keep SM in play, maybe Uncut is a better option for you.And only on Size Matters. As if it needed any more problems. Do you think the Tracker and Hunter should be weaker without SM too?
It's not necessarily a bad thing to challenge players to figure out what they can and can't take down. That said, I just had a hunter (with a quality-up promo) take down a 9 pt group of bengals so there's no animal challenge that can't be overcome with the current stats. Just takes teching up and collecting experience to get to that point. Which requires some strategic care to keep your hunting groups from getting slaughtered, which will sometimes happen because you shouldn't be immune to that happening.Well then why not remove the nerf of the hunters until this is done?
You're probably talking about your wanderers who start with the Stay the Hand status promotion by default because they are scouting units despite being able to attack and hunt - you'll have to take the action that removes that promotion - but it doesn't cost you any movement in a round to remove it, only to set it if you want it set.It's been a while since I played C2C. Now, with v38.5: why can't I attack/subdue animals? My hunters can simply enter the same field that's occupied by an animal.![]()
Two hunter/explorers and three melee units just to make one hunting party. If the opportunity cost of that isn't prohibitive, it should be. And the hunters still die anyway...Hmm... well... I still train them so they aren't too lacking. I just experienced sending out a stack of 2 wanderers and a merged group of spiked clubmen since I haven't teched down the hunting path yet. I use the wanderers for the smaller game it won't die trying to kill and the spiked clubmen are fending off Bengal Tigers when needbe. The wanderers are developing the visibility promos so little surprises the stack. They've survived a pretty harsh territory pretty effectively. One wanderer of the 2 did die at some point and now I'm bringing them back to be upgraded to at least trackers now that I've teched the hunting side of things more. Not seeing a balance problem. Wanderers and chasers are great for small game but if they are completely survivable on their own, why would you need trackers and hunters?
You strongly disagree with something very different from what I said. If they survive to have promos to burn, then yes they can make vis/invisibility work for them. But "out of the box", even Hunters face 50% survival odds every forest tile they move into, and that's just from unmerged str 4 predators. The odds quickly reach impossible for Trackers/Chasers/Wanderers, or when merged 4.5-9 str predators are factored in.We've gotta strongly disagree here.
I'd like to try the non-SM game with the same nerf for hunters. It makes more sense there where it is not coupled with the buff for predators.That's exactly why they are weaker here, yes. They are far too strong in the main game and there's really no strategic care that must be taken with them at all there. Just send them out to harvest. If you want them to be that simple, but still want to keep SM in play, maybe Uncut is a better option for you.
You only take a Quality Up promo when you don't want any more promos. My Master Hunter who experimentally/mistakenly took one has not had a promotion since (ie. that was in Ancient and now I'm in Information Era - on Eons)It's not necessarily a bad thing to challenge players to figure out what they can and can't take down. That said, I just had a hunter (with a quality-up promo) take down a 9 pt group of bengals so there's no animal challenge that can't be overcome with the current stats. Just takes teching up and collecting experience to get to that point. Which requires some strategic care to keep your hunting groups from getting slaughtered, which will sometimes happen because you shouldn't be immune to that happening.
Doesn't bother me in the least to train up such a force, and usually it can survive quite a long time - a lot longer than hunters on their own of course. And if you merge 3 cheap brutes, you're almost there - just need to upgrade once you can.Two hunter/explorers and three melee units just to make one hunting party. If the opportunity cost of that isn't prohibitive, it should be. And the hunters still die anyway..
Hunting units out the gate are a lottery card. That's how they are supposed to be.You strongly disagree with something very different from what I said. If they survive to have promos to burn, then yes they can make vis/invisibility work for them. But "out of the box", even Hunters face 50% survival odds every forest tile they move into, and that's just from unmerged str 4 predators. The odds quickly reach impossible for Trackers/Chasers/Wanderers, or when merged 4.5-9 str predators are factored in.
The nerf is specific to SM in that it is created not by changing their strength but by how they end up a size shift lower than the average in SM.I'd like to try the non-SM game with the same nerf for hunters. It makes more sense there where it is not coupled with the buff for predators.
Often true but in the case of hunters I usually quality up as soon as possible because when they are survivable, they can quickly get back the XP to keep improving. So long as you aren't overhunting the environment.You only take a Quality Up promo when you don't want any more promos.
It's not as if you can't sway the results. Whether you invest in the reliable slower and somewhat potentially less rewarding gains of buildings over investing into weaker hunters that can easily die is a player choice to measure the potential risks based on what you've seen in the area and what opportunity you have vs your alternatives. If you want to really beef up the hunting party to make it more likely for the hunters to survive is again another player choice. The more choice you have to measure your likely returns on your investments, the better. Its not like the odds themselves can't turn a surprise combat failure now and then. Things happen beyond player control all the time. The challenge is to gauge the likelihoods of your strategy to succeed. And that's going to be different for every region you find yourself in on the globe.There's plenty of ways to lose irreplaceable units by carelessness. If there is enough to be gained, you may even risk it willingly. It should never happen by "circumstances beyond one's control".
I probably go with smaller pods but yeah, this is pretty much a lot of how I go about it as well.I have been doing some hunting now.
I have a feeling the key is having a group of 5-10 units together: Hunters, spearmen and melee warriors (Brutes/Clubmen/Macemen, etc).
The Hunter (Chasers, Trackers, etc) is there to attack animals and kill/submit them good. Its also worth giving them Hawk Eyes so they can see invisible animals.
Spearmen are suplementary hunters, they can hunt almost as good as hunter units. They are also good defensive units. Always move through defensible terrain as much as possible.
The melee warriors are there in case you run into Neanderthals and other barbarian scum. Can't hunt worth crap. Give them barb-killing promotions.
Essentially, you choose an area, go to some hills to get more sight, then you get started. Start on the human and neanderthal barbarians so you can eliminate the competition. Once the area is barbarian-free, get hunting.
1. Always send in a single unit to hunt a single animal. This is so that if the animal escapes, your other hunters and spearmen can kill them if they retreat to another square next to your stack.
2. If the animal retreats to a square close to your unit clump, send in another hunter or spearman.
3. Warriors and such are useless in hunting, unless they get some neat promotions.
4. Keep watch and make sure mean crap like neanderthals and such are not coming for you.
5. Look before you move, sometimes you can't see a unit hidden in a square but your hunters can when they move, and that get units killed.
6. Send submitted animals back to your settlements with an escort, to prevent captures. Wounded forces are good escort.
7. Don't use your hunters to fight Barbarians, unless you see some easy prey (like Neanderthal Wanderers vs Trackers).
8. If you think an area is all hunted out, move elsewhere.
9. Always have some units back home for offensive and defensive, in case neanderthals try to attack you en masse.
I have an impression hunting is kind of a luck game until you get trackers, but then again, this is my first game so I'm learning. Early on, it seems like a Hunting vs Building/Growing choice, but later on, once you get trackers, hunting is supplementary to both, but you need to strike a right balance.
I probably go with smaller pods but yeah, this is pretty much a lot of how I go about it as well.
haha so I was not the only one with 9.0 str ancient era archers (merged 3x3) destroyed by invisible "predatory lone bengal tigers"build up this force for things as large as the worst tigers