Beorn-eL-Feared
Idiot riding pedals
lurker's comment: AW pointers for masochists:Andronicus said:Am willing to slug it out with other masochists![]()
Dont consider myself comfortable at diety but have wins under my belt - always war is new to me so I might need pointing out the obvious![]()
- Techs are tough to get by, so a TGL build or steal has to be planned early
- Always keep expanding, yet don't conquer for a while. Advancing in territory needs careful planning and (relatively) huge SOD's. Settle behind rivers and on hills ASAP, in their face and with walls, so as to force them to charge up your 100% defensive bonus.
- Kill counts are crucial and you need to pick your best fight, every fight. Catapults are your best friends for a long while. Artilleries are game-breaking.
- 1st army is a 2-spear pillage peacekeeper force. Period. Subsequent ones either go pillage as well or go attack. Home forces need to be kept high in supply and good in quality, with catapults and archers for off and def bombards. Attack forces are usually best kept simple: armies and fast movers, so that healing never is a problem. A stranded injured foot force that just lost an attack is a dead sitting duck SOD.
- Pillage is awesome when you combine armies and explorers for the job. Make sure explorers finish the turn under the army, they have 6 "total" moves, pillageing takes 3.
- Barbs often are a necessary PITA for the economy, you just need those 25g to keep up. Picking non-EXP opponents can be necessary however

- Keep every town defended, you never know when you'll need it. Having fast movers inland at home is a generally good idea for quick response to surprise sneaks.