Back To Strategy & Tactics   |   Return To Forums
Forum : Strategy & Tactics
AuthorTopic : Wk, Lec 1, Room 203, Demonic Studies
savetuba
Joined 5/11/2001
Posts : 1313

Posted : Thursday, 13 February 2003 - 21:36

ah the wondrerful world of the hated and feared. Yes that is what you will get from your fellow players when you beat the pants off them using these magnificent beasts.

Now the requirerments for this class is to go to mr CDT's class on paper, rock, sissor. If you havn't taken that course then leave and take it now!

Now the demonic race has only resently emerged into our world and all of these terms and classifications were given by humans who were either tortured or overheard them talking. Structures and other dwelings of these creatures have yet to be seen by a living soul, but many have seen them take our own buildings and put them to there wn uses.

First we will look at the structure of a demon.
Note that most have the same humanistic features that we do but with dome differences, like wings or a greater muslce tone.

Now these wings help propel many of thses demons over hill, tree, wall, tower, and men. Those who have lived to tell about these powerful creatures can atest to their great power in using those wings. you many want to question the only survivor of one attack, general Saint2k, about this great power.

Tomarrow I will continue on the pyshical strenth of these magnificant beasts.

savetuba
Joined 5/11/2001
Posts : 1313

Posted : Thursday, 20 February 2003 - 14:53

Now if we look at the demonic basic unit we see that it is weak, but remember that you are looking at a single unit. If we looked at a single unit of millitia we would see that it is weak as well, but in great numbers they become a worthy advasary. They same applys with these basic demon troops.

Now their advanced units are slightly more powerful, but in compairison to higher level troops like expert and master they all will look weak compaired to the next level of troops.

Now may I remind you that the basics of using demonics is understanding how to use the Paper, Rock, Sissor wheel.
if the oppenent is blocking your advances with rock type troops, don't send your Sissors to try and work your way through.

Now there are many things that change when using demonics.

First you must KNOW BY HEART the PRS wheel and how they affect one and another.
Second your stratagys must change, no more siting back and letting him come to you while you shoot his units to peices.
Third know your terrain. With towers that can conceal 1 unit in it's 'shadow'. Mountain, Walls, and forests that your flyers can "leap" over. And Swamps, plains, and snow that your units may have a hard time crossing.

Now the little known secrets of how to use your demons.

They don't have any special abilities yet, but this is a good thing and a bad thing. 2 sides to a coin, you just have to see one side.

A summoner can not summon in more units, but they can take those towers and then distroy then in the same turn. Why is this important? I'll explain later.

Boulder demons- the only unit ine the demonic race that can target a unit from a distance, but alas as it is a seige unit. But as I mentioned earlyer demons don't have any abilities so Boulder Demons don't have the same ranged penalty when targeting troops(subject to change).
I have found that 10 of these units can easily kill 10 units of basic or advanced level troop types, unless it is a squire(due to their 50% ranged protection bonus) and can even hurt the powerful knights. When used with summoners they can mount those towers and get a boost to their ranged. Normally they can attack 7, but with them in towers they have a range of 10, making those poor marksmen lunch.

Flyers;
Now these beasts arn't like the normal troops were they have a paper/rock/sissor alinment. These troops alinment is a misstery that only use can tell what they are good for.

Neeths-they are small, have very little health, and can't attack worth ****. But they are the fastest moving unit that the demons have and can be used to scout/spy/block the enemy. Also they can hide beind trees and large hill outcropings or even a wall. Using at least 2 of these units in any force is advisable.

Scorpios-These are the advanced type fliyers and arn't the best unit for direct battling, but if you want a troop that is mobile and can sacrafice it's self for the greater good, these are the unis you want.

Wyners-These beasts have been rarly seen due to there low attack and because they die easily vs any unit, But I have fond that these units are the best unit for killing 10 falcs or scouts in 1 hit. Having the ability to fly helps these beasts chase down the mounted units and even hit those peskey falcs that do hit and run tactics.

Demigods-The most powerful unit in the game as some like to call it, a single stack of 10 can do up to the 1,000 point limit on damage and can thuse kill just about anything with 1 hit. Also these units are also very hard to kill, but when they are targeted by multipul units they will die quickly, so puting these units in the midle of any formation will only result in the loss of 10 demigods and a killing of 20-30 of his/her units. So using thses beasts to watch flanks and to kill stragalers or deserters is usually the best idea.






savetuba
Joined 5/11/2001
Posts : 1313

Posted : Thursday, 20 February 2003 - 15:07

Now we all know that demonics are only available in battle games and that in most games you will only be able to have a max of 2-3 demigod stacks. So choosing all demigods is not the answer to win.

But nor is choosing lots of basic and advanced units.

To see how a mideval(Mid) player wins we will take a look into how they usually select their troops.

Most Mid players will base there stratagy on a ranged defence. using as many ranged as they can guard.
so expect to see that person with anywhere to 2-10 marksmen and a wide mix of either arblasters, ballistas, or archers with those marksmen.

Now as we know from MR CTD, most mid players will be protecting those ranged units from any melee units.
Different units have been used for this, but they will always have, a scouting unit, front line defences, flank defences.

A scouting unit varies from a scout to spearsmen or milltia. Sometimes a person will first get their units into formation befor sending out on of the front line units to scout.

Front line units can vary from ranking type to number of different units. If the player has many ranged units he/she won't be able to gaurd them all with few master lvl troops so they employ lots of basic/advanced troops. If they have but few ranged units, expect a large number of basic units(spearsmen) to expert units(macemen mostly)

Flank Defences are those units that are ment to stop you from flanking him/her or to put an end to that demigod quickly. They are always a mix of expert to master lvl meele troops, Heavy calvery and knghts are used the most.

Now how to make your army to beat this kind of army?
Just remember the P/R/S wheel, and put as many of the given advantages you have into play.

If you have any questions feel free to message me.

tarim Gold Member
Joined 18/10/2002
Posts : 2372

Posted : Thursday, 20 February 2003 - 23:17

Well,no questions sir,but :Neeths-they are small, have very little health, and can't attack worth ****. But they are the fastest moving unit that the demons have and can be used to scout/spy/block the enemy. Also they can hide beind trees and large hill outcropings or even a wall. Using at least 2 of these units in any force is advisable.

Sure,in a battle game they make brilliant scouts but they die like flies(or do flies die like neeths?).Scouting is fairly unneccessary in a battle game past round three,once your neeths are dead!
Advocating any use of low level troops other than comms/summs and those bought lastly with your excess points is imo baad strategy.
In future demonic campaigns *wipes drool from chin* a stack of 70+ will be a comm's worst neethmare.I'd advise keeping em just in viewing range of your neighbours outlying resource buildings.One day they will be known as the scourge of the gempond/goldmine(although maybe not called that,as it rolls off the tongue about as easily as last nights nicotine).

savetuba
Joined 5/11/2001
Posts : 1313

Posted : Thursday, 20 February 2003 - 23:51

tarim, you havn't played a person who knows how to use neeths. Even now in my ill fated game with mal, my neeths still live. Scouts will alway be needed when using demons only to see how far the enemy's ranged can get, and to make critical calculations.

You also assume that a demonic player would rush right up to your forces while being shot all the way by turn 3ish.

And because neeths appear to be so small, hiding them is allways easy to do.

Mal Kavian
Joined 5/09/2001
Posts : 2040

Posted : Thursday, 20 February 2003 - 23:59

Ive known exactly where your neeths have been all round, save..

Only thing is, there's literally NO use in hitting them at the moment..

They are the very last thing on my agenda..

A comandeer stack would kill them.. Why waste the BP% of something useful?
hehe

CTDXXX Silver Member
Joined 19/11/2001
Posts : 5519

Posted : Friday, 21 February 2003 - 07:13

Mal...ever heard of the trick where you attack with a weak unit to remove a retal and then slam the unit in question?

It's worth hitting them even if only to remove this risk...!

Mal Kavian
Joined 5/09/2001
Posts : 2040

Posted : Friday, 21 February 2003 - 07:42

Yeah CTD, I use that all the time
Any low leveled troops that are heavily damaged, I throw them up to cop a retal..
Then smack 'em with harder hitting troops

However, my units USUALLY wouldn't be able to SURVIVE long enough to retal a demigod or demonlord smackin them, so at least the neeht would be fun for it to kill beforehand =P

Klavert500
Joined 3/10/2001
Posts : 497

Posted : Friday, 21 February 2003 - 07:49

Isn't it good too to look at the troop of the day.
Use some more preatecs today?

tarim Gold Member
Joined 18/10/2002
Posts : 2372

Posted : Saturday, 9 August 2003 - 22:11

bumped for all.

savetuba
Joined 5/11/2001
Posts : 1313

Posted : Tuesday, 21 October 2003 - 10:44

Now in reference for all this thread uses the demons in a battle game and not a campain game.

The following will be how they currently stand in a campain game.(NOTE all following is without any techs)

Now following the current set up for midieval you could choose 4 stacks of basic level troops and have 2 stacks of Comms. Now the stacks you choose are also split into what the barracks currently know at the very beginning of your game. So lets say you sellect 1 comm, 2 scouts, and 1 spearsman for your starting line-up. Now you have 4 slots making scouts, spearsmen, and comms as wells as a focre that can expand fairly quickly. Now Comms start with 54 troops. now they protduce at 36 for 6 slots and to have 54 would mean you have 1 1/2 of six slots production for that one unit.

So with demonic in campains you would have 2 stacks of 41 summonners and 4 stacks of any basic lvl troops of your choosing.(in the P/R/S area) So now what do you choose for your 4 stacks? Neeths are a flying unit and if they are coded like archers are, they are not available for you to start with. I choose 3 stacks Squinch and 1 stack Summonners.

I would then have 1 slot producing Summonners and 3 slots producing Squinchs.

Squinchs Produce at 90/3 slots and hence you would get 135 troops per stack of them to start with. NOTE they are ROCK type.

Now on your first turn you could rush all Squinch units towards a person's castle, while your Summonners(Summ) take over any resource buildings. Now on that first turn you would have trained 30 Squinch in 3 slots. Now if you quickly upgrade so to have 6 slots all of them producing Squinch units you will gain 90 units per turn.

So your initial force of 135*3=405 and 90 more units being produced every turn. Now a mid player only produces spearsmen at 54 per 3 slots per turn. so even if the mid player has got all 3 slots producing at full capasity a battle between starting units would look like this;

Before attack(one on one stack combat)
Squinch 135
Spearsmen 81

Turn 1
Battle
Squinch 111
Spearsmen 64
renforcments
Squinch 90
Spearsmen 54
Totals
Squinch 201
Spearsmen 118

Turn 2
Squinch 201
Spearsmen 118
Battle
Squinch 162
Spearsmen 89
no renforcements this turn

Turn 3
Squinch 162
Spearsmen 89
Battle
Squinch 133
Spearsmen 69

Now as you can see the spearsmen are fighting a lossing battle and this is only 1 stack vs 1 stack.

Now for a 3 on 3.

A
Squinch 135
Spearsmen 81
B
Squinch 135
Spearsmen 81
C
Squinch 135
Spearsmen 81

-Battle-

A
Squinch 103 total exp=70
Spearsmen 67 total exp=86.4

B
Squinch 103 total exp=70
Spearsmen 67 total exp=86.4

C
Squinch 103 total exp=70
Spearsmen 67 total exp=86.4

renforments
A
Squinch 133
Spearsmen 85
B
Squinch 133
Spearsmen 85
C
Squinch 133
Spearsmen 85

-Battle-
A
Squinch 97 total exp=155
Spearsmen 69 total exp=180.9
B
Squinch 97 total exp=155
Spearsmen 69 total exp=180.9
C
Squinch 97 total exp=155
Spearsmen 69 total exp=180.9

Now as you can see the squnich are slowly overpowering the spearsmen and the only turn of events would be if one player suddenly had a tech advance or if a 3rd party came into the fray.

*Boris
Joined 29/10/2001
Posts : 259

Posted : Tuesday, 21 October 2003 - 12:46

Брей, ама много учени глави имало в тази игра. Чак акъл да ми дават кое какво е! Пък аз си мислех, че като играя от 2001 г., знам всичко. Но не за това ми е думата. Вместо да преливате от пусто в празно, тъпаци калпави, по-добре поговорете във Форума за лъжците и честните играчи, за безсмислеността на WoL при съществуващите правила. А то иначе - голям праз, какво можели демоните...

Floyd-O-Matic Gold Member
Joined 27/08/2001
Posts : 2448

Posted : Tuesday, 21 October 2003 - 12:58

Mississsippi Teluride Anacin drano blankenship ottoman empire.
80)

savetuba
Joined 5/11/2001
Posts : 1313

Posted : Tuesday, 21 October 2003 - 16:20

right...(ignore the previous 2 posts)

I'll post more when I have the time.

Killerdude
Joined 1/03/2002
Posts : 661

Posted : Friday, 30 April 2004 - 10:50

*bump

Mog Gold Member
Joined 5/02/2004
Posts : 2663

Posted : Saturday, 1 May 2004 - 01:15

Low cost troops are also good at tying up better troops while one eats up individuals. If he can't move, he can't attack!

Back To Strategy & Tactics   |   Return To Forums