Piranha,
piranha wrote:I find that when two players with a strong army capture a city close to each other they just sit there and wait. The attacker will lose so noone want to attack.
But is this a real problem? I mean there are plenty of other cities on the map to attack. You can just 'go around' the city or target another city. That's what I do when someone has a city full of armies. Plus those armies cost money to maintain which always exceeds the income of the city so it is draining your treasury.
Killing 20-25 units with 8 will often be a loss even if you have a better army because there is so many low level units there that will wear down your better army.
Again I ask if that is a problem. I would say that is what I would expect. You want there to be the ability to play some defense in order to have a strong point. There is nothing wrong with it taking 3-4 stacks to capture a city that itself contains 3-4 stacks. The big complaint was it was taking 10-12 stacks to capture a city that contained 3-4 stacks if it was even possible at all.
Its true that the elemental was created with the same purpose but it has a drawback with is its really slow so you can often kill it with tons of crap before it can attack.
Yes. That keeps the Elemental in balance. Otherwise it would be too good a unit if it moved further. Right now you have to protect it with other units when dragging it towards cities. However games with fog of war will help the Elemental (and siege units) because players hiding in cities won't be able to see what's coming unless they are actively sending out units.
I still think there is need for something to attack a city full of junk +1 pegasi.
First it's important to define junk. I consider all 1 and 2 strength units junk (cannon fodder). 3 and 4 strength units aren't junk, they are reasonably valuable esp the Pikemen/Dwarves as city defenders and OK attackers in masses. This is one reason why changing the Lt Cavalry to 2 strength will help and why I continue to lobby for the Elf to also be reduced to 2 strength (and be +3 against fliers instead of +2).
Siege unit + Devil + Spiders. That will kill an awful lot of junk units. Typically I can kill 24+ men with that combo. Even Siege unit + Spiders + Pegasi kills plenty of junk units. If you can manage it, a Medusa is better than a Pegasi or Medusi+Pegasi combo instead of Seige/Pegasi or Siege/Medusa.
Or several stacks of 6 Wolfrider + 2 Ghosts / 5 Orc + 3 Ghosts (something that will be much more common in Beta3 with more money in ruins and if you allow Ghosts to be part of neutral city production).
Remember there are going to be quite a few changes in Beta3. Fixing the Devil to work properly will be one of the biggest as it will no longer be able to cancel everything as it does now. Then add in the fact that you can now bless and that will give the attacker a +1 bonus from blessing to all his units making the better units do more damage. More gold will allow more/better/specific production units (Siege units/Spiders/Minotaurs/Gryffons/Elementals) to be built for city attacking. What would also help is to ensure everyone has the battering ram as one of their capitol city units (Something I did on Bullrun map) so they have access to siege in the late game.
On top of all that will be fog of war so that it will be possible to just 'go around' a city without the defender realizing it unless they are actively sending out units.
I've changed the demon to 4 turns, 1500, STR 7, +1 when attacking.
With its new bonuses and cancel terrain bonus (which works in cities) it seemd like a good buy even at STR 6.
So then it no longer has the ability to ignore city walls?
KGB