.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

Raging Tiger- Save $9.00
winSPMBT: Main Battle Tank- Save $6.00

   







Go Back   .com.unity Forums > Illwinter Game Design > Dominions 2: The Ascension Wars

Reply
 
Thread Tools Display Modes
  #1  
Old March 5th, 2004, 07:23 PM
tinkthank's Avatar

tinkthank tinkthank is offline
Lieutenant Colonel
 
Join Date: Jan 2004
Posts: 1,276
Thanks: 0
Thanked 2 Times in 2 Posts
tinkthank is on a distinguished road
Default Fire and Flee

Anyone use this command? No sorry stupid question: How do you make the best use of this command, in what situations?

I have had pretty much zero success with Caelum, which is a shame; I just cant keep those flying infantries from impaling themselves on enemy pikes too quickly. "Hold and Attack" is too short for me, I'd like a "Hold Longer and Attack" too.

But I thought "Fire and Flee" might be nice, because Illwinter explicity writes in the only description of Caleum (in the Choose Nation screen) that they are fond of "hit and run" tactics. Now what could these be? I figured I could use some "fire and flee". But had also zero success with those. My great archers leave the field, and then my remaining troops teleport/fly to the enemy and get wiped out by all but wimps.

So your general feedback is much appreciated, as always. Thanks in advance.
Reply With Quote
  #2  
Old March 5th, 2004, 08:08 PM

Norfleet Norfleet is offline
Major General
 
Join Date: Jan 2004
Posts: 2,425
Thanks: 0
Thanked 0 Times in 0 Posts
Norfleet is an unknown quantity at this point
Default Re: Fire and Flee

Quote:
Originally posted by tinkthank:
Anyone use this command? No sorry stupid question: How do you make the best use of this command, in what situations?

Fire and Flee is useful when you want to perform, say, a drive-by priesting in conjunction with your archers: Set archers on fire and flee, set priests on Banish, Banish, Banish, Flee, and you can perform a handy drive-by priesting. It's not really strictly necessary to use Fire and Flee, though, since you can't control the duration of the firing, and if all your commanders flee, your troops will also.

Quote:

I have had pretty much zero success with Caelum, which is a shame; I just cant keep those flying infantries from impaling themselves on enemy pikes too quickly. "Hold and Attack" is too short for me, I'd like a "Hold Longer and Attack" too.
Once again, commanders are the key: If you want tighter control of your flying infantry, bind them to a commander: Attach them to a Storm General or other melee commander, then order the commander to Hold (up to 5x), and attack. When the commander attacks, the troops set to guard him will follow him into the fray. This puts him at somewhat of a risk: Be sure to have other commanders, so he's not the only commander, in case he bites it.

Quote:

But I thought "Fire and Flee" might be nice, because Illwinter explicity writes in the only description of Caleum (in the Choose Nation screen) that they are fond of "hit and run" tactics. Now what could these be? I figured I could use some "fire and flee". But had also zero success with those. My great archers leave the field, and then my remaining troops teleport/fly to the enemy and get wiped out by all but wimps.
The problem with fleeing is that instead of withdrawing in good order, the troops still scatter hither and yon across any neighboring friendly provinces: If ordered retreats caused all retreating units ordered specifically to withdraw to return to either: A. The province they started from, or B. Any, but the same, friendly province for all such units, it would be less of a mess. As such, it does kind of reduce the effectiveness of the order, since your archers will wind up everywhere unless there was only one province to choose from. The hit-and-run stuff is largely flavor text.

And remaining troops? If you're performing a fly-by shooting, you don't NEED other troops: The entire point of a fly-by shooting is to minimize your potential risk while inflicting attritional losses on enemy troops.

[ March 05, 2004, 18:08: Message edited by: Norfleet ]
Reply With Quote
  #3  
Old March 5th, 2004, 08:26 PM
fahdiz's Avatar

fahdiz fahdiz is offline
Sergeant
 
Join Date: Jan 2004
Location: Oregon, USA
Posts: 332
Thanks: 0
Thanked 0 Times in 0 Posts
fahdiz is on a distinguished road
Default Re: Fire and Flee

Hey tinkthank,

If you're having trouble with Caelum, you might take a look at this thread...as I was having similar problems. The first few pages are great for base Caelum strategy discussions:

http://www.shrapnelgames.com/cgi-bin...4;t=001749;p=5

Hope that's helpful.
__________________
I agree with the realistic Irishman who said he preferred to prophesy *after* the event.
-- G.K. Chesterton
Reply With Quote
  #4  
Old March 5th, 2004, 08:33 PM
PvK's Avatar

PvK PvK is offline
National Security Advisor
 
Join Date: Dec 1999
Posts: 8,806
Thanks: 54
Thanked 33 Times in 31 Posts
PvK is on a distinguished road
Default Re: Fire and Flee

Ya planned retreat works better in Dominions I, where all retreaters go to the same province.

I think each unit should only go to a random province if it is routing. That would help.

I think this was said or implied already, but I think up to five turns of archer fire and then flee can be achieved by having all commanders flee after five turns, and the archers set to simply Fire. That means you can't have troops sticking around to win the battle, though.

Caelum "hit and run" I think refers to strategic-level movements, not necessarily tactical-level movements. That is, you fly to a province with low defense, take it over, pillage/whatever, and fly away before any army comes to fight your army.

PvK
Reply With Quote
  #5  
Old March 5th, 2004, 08:35 PM
fahdiz's Avatar

fahdiz fahdiz is offline
Sergeant
 
Join Date: Jan 2004
Location: Oregon, USA
Posts: 332
Thanks: 0
Thanked 0 Times in 0 Posts
fahdiz is on a distinguished road
Default Re: Fire and Flee

Quote:
Originally posted by tinkthank:
But I thought "Fire and Flee" might be nice, because Illwinter explicity writes in the only description of Caleum (in the Choose Nation screen) that they are fond of "hit and run" tactics. Now what could these be?
Actually I think Illwinter means that Caelum's flying troops are great for raiding, harassment, and cutting off supply lines.

Example: a big opposing army is making a beeline for your capitol. By attacking the provinces *behind* the big army with your fliers, while meeting the big army with your ground forces (Wingless + Mammoths + archers) you can force the big army to separate or starve, cut off their lines of retreat, and cause them all kinds of havoc.
__________________
I agree with the realistic Irishman who said he preferred to prophesy *after* the event.
-- G.K. Chesterton
Reply With Quote
  #6  
Old March 6th, 2004, 12:48 AM
Chazar's Avatar

Chazar Chazar is offline
Captain
 
Join Date: Feb 2004
Location: within 200km of Ulm
Posts: 919
Thanks: 27
Thanked 0 Times in 0 Posts
Chazar is on a distinguished road
Default Re: Fire and Flee

Fire and flee is useless in my opinion. I also extend what has already been said here:

With caelum, tie fighters set to guard commander to a storm general, who is ordered to hold,hold,hold,attack rear; while my archers are set in similar manner to another general. With the patch, the archers will fire as soon something comes into range (hence I usually put them forward a bit)...

In this way you can fire 1-5 rounds before engaging in meele...
EDIT: Oops, I was wrong here, as guarding units dont use missile weapons even if the enemy is approaching pretty close. They just engange in meele. Can we consider this as a bug?

- depending on the speed of the enemy's cannon fodder (yes, you need to scout ahead) marching towards you and leaving its commanders/archers undefended on their rear.

...the only nasty thing is that my troops in the rear prevent the enemy from routing - since they stand in their way, which usually gives me the most losses of the whole fight!

---

Yeah, lets continue solving Caelum-related questions here, as the original thread got taken over by hobbits...

[ March 06, 2004, 11:00: Message edited by: Chazar ]
Reply With Quote
  #7  
Old March 6th, 2004, 03:33 PM

SurvivalistMerc SurvivalistMerc is offline
Second Lieutenant
 
Join Date: Nov 2003
Posts: 419
Thanks: 0
Thanked 0 Times in 0 Posts
SurvivalistMerc is on a distinguished road
Default Re: Fire and Flee

Chazar,

I understand where you are coming from. It is kind of sad to watch your expensive iceclads die to routing troops toward the end of a battle. This is especially true when you're attacking an independent province. Later on, though, you might want to attack specific routing commanders. It would just about be useful to Caelum to have a query as to whether the fliers should surround routing enemies.

Everyone attacks routing enemies, but the problem with a race of fliers is, as you noted, the routing enemy will be surrounded with no way to truly rout, and the troops standing in the way will be attacked and usually suffer casualties. Making matters worse, archers still fire and kill your troops at this time, too.

I like this idea for fire and flee with regard to orderly retreats. I think I like the current rules better for morale failure routs.
Reply With Quote
  #8  
Old March 7th, 2004, 05:25 AM
fahdiz's Avatar

fahdiz fahdiz is offline
Sergeant
 
Join Date: Jan 2004
Location: Oregon, USA
Posts: 332
Thanks: 0
Thanked 0 Times in 0 Posts
fahdiz is on a distinguished road
Default Re: Fire and Flee

Quote:
Originally posted by Chazar:
Yeah, lets continue solving Caelum-related questions here, as the original thread got taken over by hobbits...
Heh. Looks like it's back on track over there now...they're back to the RotR weakness/strength discussion.
__________________
I agree with the realistic Irishman who said he preferred to prophesy *after* the event.
-- G.K. Chesterton
Reply With Quote
  #9  
Old March 7th, 2004, 05:30 AM
Gandalf Parker's Avatar

Gandalf Parker Gandalf Parker is offline
Shrapnel Fanatic
 
Join Date: Oct 2003
Location: Vacaville, CA, USA
Posts: 13,736
Thanks: 341
Thanked 479 Times in 326 Posts
Gandalf Parker is on a distinguished road
Default Re: Fire and Flee

Fire and Flee can be used with a few cheap archers put way out front to draw the enemy into a gauntlet. Gets the enemy to concentrte fire and cavalry on a few fleeing units instead of the wall of Hvy Infantry doing hold&attack/closest with crossbowmen on each side of them

[ March 07, 2004, 03:31: Message edited by: Gandalf Parker ]
__________________
-- DISCLAIMER:
This game is NOT suitable for students, interns, apprentices, or anyone else who is expected to pass tests on a regular basis. Do not think about strategies while operating heavy machinery. Before beginning this game make arrangements for someone to check on you daily. If you find that your game has continued for more than 36 hours straight then you should consult a physician immediately (Do NOT show him the game!)
Reply With Quote
  #10  
Old March 8th, 2004, 02:06 AM
Wauthan's Avatar

Wauthan Wauthan is offline
Second Lieutenant
 
Join Date: Dec 2003
Posts: 475
Thanks: 0
Thanked 1 Time in 1 Post
Wauthan is on a distinguished road
Default Re: Fire and Flee

Fire and Flee got its uses. I use it when I massed a lot of archers in a high supply province and want to attack a into a wasteland or a bottleneck.

Also good for harrasing the enemy strongpoints if you got matching strengths in armies and noone wants to take the first blow. It's sort of a rare cirkumstances order but I'm glad it's there.
Reply With Quote
Reply

Bookmarks


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 05:37 AM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2024, Shrapnel Games, Inc. - All Rights Reserved.