Age of wonders 3 siege guide2/9/2024 ![]() The reason that the positioning of cities is so important when you fight other alliances is that you don't want to give them the chance stack defense in their cities. Now, if you consider that defenders already have city walls and towers which, when fully built, will give defenders 151,9% defensive bonus over the attacks, this means that you don't want to fight more defensive troops than you have to. ![]() However, if the defenders had ten times those numbers (that is, 5000 swordsmen and 5000 archers), they would be 45% more efficient. If 2000 slingers attack a defense with 500 swordsmen and 500 archers, the defense will not be particularly effective. For a moment, things are looking up and then Deepmir gets captured.When you defend, you have the advantage of being able to stack your units and gain advantage in numbers. It looks bad now, but the thing is, there’s still a chance, as long as we clean up things properly.Įlric arrives and starts cleaning house together with Devon. The small enemy troop keeps taking our mines and cities in the center of the empire, so I’m forced to take Elric’s party to help to, but this leaves the captured goblin capital poorly defended and I end up losing it to a bunch of beetles. I think this was a good choice, but overall, things go badly for us anyway. Devon casts the Town Gate spell to get there in the next turn, though this risks me losing Deepmir again. Now my forces are spread too thin and I have nothing to liberate these cities with. Somehow, a group of units slipped past me, captured a couple of my mines and even took a city. I capture it, but then I realize I made a fatal mistake back in the great cave. The Goblin AI makes a fatal mistake and leaves the capital with just one party defending it. Our patiences pays off on Elric’s side of the world. I’m rebuilding the towers just for the heck of it.
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