by Daniel Hadson
This is a guide which has been created for the more intermediate
calibre of player... someone who has an understanding of the rules, has played
in a game or two, and has learnt how to form units (a very important gauge for
telling if a player is ready to learn more). I expect that you may have read
Fuzzyman's new player guide, as well as my own New Players Guide and Magic
Faction Guide. This paper should introduce you to some of the more important
tactics and skills you will need to have any chance against the more experienced
players. Assistance has been provided by Barry Smithers with some mentoring by
Azthar.
How to create an Empire
This is one of the more frequently asked questions I receive. The best way to
get an empire growing is dependant on many factors. It depends on what type of
Empire you want, who you want to work with, how big you want it. In addition,
the larger the empire, the more time you will have to put into doing your orders
so be sure to consider this before embarking on this path.
The first element to having a large empire is that you need funds, so you
need to be able to tax regions. Especially the more valuable regions (like
settlements). This requires soldiers and armies: to invade, tax and protect your
land. These troops will often need equipment, to realise their full potential,
so you’ll need to be able to produce items (which is the second element). The
third element is mages, which can be of vital importance, in the latter stages.
The easiest way to meet these criteria is to join an established alliance and
allow them to provide you with land and resources. If that is not an option,
then form one with some players, and divide that work between you. An alliance
will allow you to specialise in one area, say War, which means your points are
used more efficiently. As a pure faction, be it War or Trade or Magic, you will
get more regions/mages, than factions which mix their faction points. A good
alliance needs support from a dedicated Trade faction, at least one War faction
and the aid of at least one Magic faction. A War faction needs to ensure all
allies are protected from attacks, and all allies have the funds they need. A
trade faction will provide the alliance with weapons, armour and mounts, as well
as roads, defensive structures and increasing settlement size, through trade
with the settlement as well as building roads in the settlement (they also
provide an income). The Magic faction provides high power units later in the
game that will assist in preventing assassinations and allow you to assault your
enemies easier. Magi can also assist by providing magical items.
The larger the alliance, the harder to control and the harder it is for the
alliance to act. This is a game, so people will quit if they are unhappy. You
will need to keep alliance members happy, so you need to provide your allies
with incentives, as well as give them power over their future and alliance
decisions. Keeping the alliance democratic is the best way to do this, though it
is very slow for making decisions. You need to adapt your alliance plans to
match those of your allies. They are more likely to work with you if you give
them tasks to do which they want to do, and they are more likely to do things
you wish if you provide them an explanation as to why this is important. In
times of war it is sometimes best to go with a kind of dictatorship; an elected
Dictatorship. The elected leader would make decisions on diplomacy and tactics
for the war. This method is not always required.
Trade, War or Magic?
That is the big question, what path should I walk? To start with, I will
discuss the pure paths.
War: This faction is the relatively easy to run, because it is not
especially complicated. Your only concern is the creation of armies, the
expansion of the faction, and the production of income. Later in the game, this
faction can become very complicated and can take a lot of time to process the
orders. You need to be vigilant for any possible attacks, and ensure that you
have forces ready for deployment. In some games the amount of level 5 Tacticians
a faction can control is dependant on the War point allocation.
Trade: I think that this is the hardest type of faction to run. It is
the most complicated, takes the most time to set up, any small error can screw
with your whole turn, and it provides the least visible reward. Trade faction
players are a special type of player, they need to be to run the faction. They
need to take delight in the micromanagement of all resources and deliveries, be
patient and take pride in their alliances accomplishments, as well as their own.
This faction can take the longest to write orders for, yet if well maintained
and managed with repeated orders. Once set-up, it can be simple to run. In some
games (those with this feature) the amount of Quartermaster a faction can
control is dependant on the Trade point allocation.
If you don’t play a trade faction, yet there is one in your faction, please
be sure to recognise them for their effort and praise their work. Without them
the alliance would not be as powerful as it could be.
Magic: This is the type I recommend to players with little time to
play. Usually people’s circumstances change and they may need to quit the game,
using a pure Magic faction they can stay in the game. A pure Magic faction can
write orders in five minutes if they needed to, which can make this a little
boring, at least till the action begins. Magic factions are very powerful later
in the game, so they usually take precedence in gaining silver and other
resources. Some games allow Apprentices, the amount you can control will be
dependant on your Magic point allocation.
Mixed types: If you are playing solo, or no one wants to take the pure
faction role, someone will need to mix the points a little. There is no rule for
what to expect from mixing points, it really depends on your allocation and the
game (some games have varied amounts available). I find it most beneficial to
not become locked into a certain mix. I like to be able to change to match the
situation. For example: I might be M0, W3, T2, then if a player needs to dump a
skilled mage, which no-one in the alliance can take, I could drop a trade point
to become M1, W3, T1.
Assassination
I believe that this most effectively utilised by pure Magical factions, the
assassin is a very useful tool in the world of Atlantis. A successful and well
timed assassination could fatally disable an enemy faction. I have seen whole
factions disband, and alliances dissipate due to a Magic faction loosing its
Magi, so assassinations should be regarded as an effective tool. Your enemies
will not let their ethics prevent them from following this path.
An assassin can be any single man unit which issues the ASSASSINATE order. It
does not need to be a specifically trained or named unit. The only requirement
to attempt an assassination is for the assassin to have a higher Stealth (which
can be attained through skill or magical items) than the Observation level of
any enemy unit's in the region. Once the attempt is made, the assassin has a
free round to try to complete his deadly task, the target is not assisted by any
other units and can wear only cloth armour. This chance is related to his attack
abilities and the defensive abilities of the target. The more skilled the unit,
the higher the chance of success. Most commonly, factions train specific units
to fulfil this deadly position. There are various schools of thought on what
skills the best unit should have. In my experience the most successful assassin
requires STEA5, and either XBOW5 or LBOW5. Other skills are useful, yet not
required. I like my assassins to have the additional skills of OBSE5 (to allow
the unit to find targets), RIDI5 (allows a higher chance to escape should you be
discovered), and ENTE (to allow the unit to make a living for itself). I also
have some of my units study the trade skills of HORS, MINI, LUMB and QUAR (yet
only if they have enough funds and not studying anything more important). This
allows them to also scout for high end resources. The successful unit also
requires equipment to complete the job with precision, a RING of Invisibility,
DBOW (Double Bow) or SBOW (Super Bow), CLAR (Cloth Armour; the only armour
available for use while assassinating), and a WING (Winged Horse). It has been
calculated that a unit skilled as I have mentioned above, has a 99.9% chance of
succeeding.
If an assassin unit fails to kill its target, the target faction will be
advised of the assassin’s ID. This is undesirable, in addition to loosing a
valuable asset, it could allow the enemy faction to work out who may have tried
to assassinate their unit.
I once noticed in a game which I ran, there was a faction which was
geographically removed from other players. This faction (MAGIC3/WAR1/TRADE1) was
using its 3 Magi to create RINGs, while it’s Producers made WING, DBOW and CLAR.
He was training groups of 50 Assassins at a time, and then they were sent out.
This faction had assassins in most GATE regions and cities, as well as just
roaming the country. It was quite impressive to see.
I need to note that some games have varied rules in relation to Stealth,
assassination and theft. The entire Stealth skill is something that annoys many
players. Many GMs have tried different tactics to diminish the role which an
assassin can play in a game. Be sure to know your games rules before you train
up any units.
[Note: Some games allow factions to train apprentices, personally I find
these units the most effective assassins as, in my opinion, they are of limited
value in other missions. If these are available in your game I highly recommend
using them, as long as they are equipped appropriate to their class]
Protecting Against Assassinations
Depending on the age and type of game you are playing, Assassins may be of
varying concern. Usually in the first few months of a game there is little
chance of a unit meeting its end via an assassin, as most factions are spending
most of their time establishing their holdings. In the older games, Assassins
are a very real danger. Most games feature protected starting cities, so a unit
which is inside is protected against assassination attempts. It is usually a
common practice for Magic factions to set up school in these starting cities,
waiting till they have gathered sufficient skills and items to allow them to go
about the land with confidence.
If you are unable to stay in a protected starting city, units may be
protected by an OBSE unit, yet this only goes part of the way to protect units.
In most cases it is desirable to have one AMTS for each Mage, and one for the
OBSE 5 unit. The AMTS possessed by each Mage will protect them from any
assassinations and thefts by a unit wearing a RING and the OBSE unit will be
able to see any thieves or assassins without a RING.
The above mentioned method is not 100% fool proof. A skilled Mage (practiced
in STEA 5 and INVI) or a STEA 5 unit which has been the target of an INVI spell
the previous turn will be able to steal from or assassinate any unit unless they
are protected by a True Sight (TRUE) 5 mage with OBSE 5 (or within a protective
city).
So, in short, anything but remaining within a protected Starting City, or
being watched over by a TRUE 5/OBSE 5 Mage, means your units could be at risk.
As mentioned, this depends on your games rule-set. Check to be sure.
Tactics – Attacking
Many players have different ideas of the best methods of conducting an
assault on an enemy. Below are a few examples of tactics which I have found
useful in the past.
Attacking in a triangle formation
This is a simple formation. The Trigger unit is also the assassin (although
it does not need to be an assassin, just skilled in STEA to level 5), it can
assassinate should it come across a highly valuable unit, or it can just
initiate the attack, relatively free from fear of assassination itself. The main
body of the forces are split into two regions neighbouring the Trigger. This
formation is easiest to manoeuvre, yet it is smaller in size then others and
therefore, less able to pick up targets to attack.
Wedge formation
The above picture is what I call the wedge formation. The force is led by the
Assassin unit, who moves ahead of the force and targets any possible TACT 5
Leaders. This can be an important edge for the attacking force. The assassin has
the noaid flag set to prevent the Triggers from being brought into a battle
should it occur. The Triggers are the next level, when they reach the target's
region they either attack or are attacked by the target. They usually presented
by a vulnerable looking unit, it doesn't even need to be a special unit, any
race will do. The Trigger has the hold flag set, and is open to aid. Finally,
the main force; the reason for the bulk of the force in the centre is so they
can rush to aid any unit which needs help. These units are free to aid the
Triggers once they initiate combat. This formation can be bulky and unwieldy,
yet it will help to root out targets.
Line Formation
I find another of the best formations, especially for smaller forces, is the
simple two region attack force which I call the Line formation. The first region
contains a trigger unit, this is best if it is a STEA 5 unit with RING. They can
then trigger the attack without the enemy being totally prepared. If this is not
available then a more mundane unit would suit this purpose. The one draw back is
the enemy will see which region this unit is in before the attack is triggered,
which would alert them to expect an attack. The second region contains the bulk
of the force, the front line troops, the rear archers, as well as the TACT5 unit
and an OBSE 5 unit.
Diamond formation
Finally, there is the Diamond formation. This is useful when you want to
cover a lot of ground with the minimum of fuss. The force is concentrated in the
rear, with Tacticians, archers and frontline troops. The Triggers are spread out
so they can spot the best direction for the army to move towards… finding the
best targets. This is best used in guerrilla type conflicts where you are
seeking targets of opportunity.
Tactics - Defending
Of course, it is of little use to attack areas if you can not keep them, so
defence is a valuable tactic.
In potential tactically important areas, I recommend buying the maximum
amount of guards which can be sustained. Most settlements can maintain a larger
force then other regions, so it is best to maintain your defences there. On
borders or strategically important areas it is advisable to forgo any financial
benefit from holding the city over defensive ability. In the below city it is
possible to create a huge army in residence.
plain (152,22) in Hullevala, contains Mundport [city], 20040 peasants It should not be forgotten to include Missile armed troops. If half the above
force was equipped with XBOW, as well as holding the correct skill, they could
easily defend their position against all but the most determined force.
Finally, fortifications should not be ignored. If possible, placing your
troops inside multiple defensive structures could add a +2 defensive bonus to
those housed inside, quite useful for mundane units without RIDI.
All these points should be combined to ensure that your borders are well
protected. These are really useful in games which allow working, please be sure
to check your rules before going along this route.
The above figure shows a possible defensive structure. The settlements of
Mundport, Danug and Ragolmar, are all holding very large forces, capable of
sallying forth to aid the neighbouring regions, which have large armies and no
real production. The well protected regions closer to the centre have minimal
guards, and these are the real production centres. This is only a sample
diagram, yet I am sure it illustrates my point that settlements are useful in
maintaining very large forces, capable of defending the borders.
One last point, do not forget that there are other borders which are not so
obvious. These include regions with Shafts, GATEs, and coastal regions. These
areas, if not well defended, could be an entry point to your empire. Imagine if
a large enemy force erupted from a shaft into a production region… they would
have at least a turn or two to cause you trouble before you could organise a
response.
Balrog Harvesting
To Harvest Balrogs (BALR) you need at least two things. The BALR you wish to
harvest and forces enough to defeat the BALR, preferably while taking little in
the way of losses. Some of the more recent games have endeavoured to limit the
benefit of harvesting the beasts, by preventing freed BALR from receiving orders
(also stopping the Balrog Bomb tactic, see below), by diminishing their spoils
accumulation rate and other methods. What this means is that once you have freed
your BALR you may find they have wondered off in the wrong direction, and once
they have been located they don't produce any spoils. BALR harvesting in such
situations requires a careful balance of knowing when to attack and being
prepared to take some losses.
One option is to release the BALR on to a prepared location, for example a
peninsular with a city blocking the only real exit, or an island. The BALR could
then roam free, develop spoils, and eventually offer themselves for harvesting.
Of course, this plan can be fairly useless if the BALR can move over water
(which can be the case in some games). This can be a time consuming method as it
requires the BALR to move into the right position. One way around this is to
fill the trigger region with a force in excess of 200 men. This will fulfil the
requirements the BALR requires for it to attack. It should be noted that using
this method can leave any Magi you use vulnerable to assassinations. Due to that
it would be preferred to arrange to harvest the BALR from a starting city.
Diplomacy
Diplomacy is one of the most important skills in Atlantis. There are several
aspects to this, including making or joining an alliance, replying to messages,
etc.
Joining forces with other players is the key to increasing your strength and
chance of survival. It is important to have a good level of trust, as you need
to be sure your allies will be there when you need them. To foster this trust I
would recommend being a good ally, i.e. being dependable. This will create a
good relationship. Communication is also key to a good alliance. The creation of
a Yahoo group (or similar mailing list) will assist in getting messages to all
allies. Alliances can provide some safety, they can provide friendship, and most
importantly they provide the support to build your factions. This is especially
important for Magic factions who require funding, time and support before they
are powerful enough to make a mark in the game.
It may be tempting to create a huge alliance, yet this can lead to problems.
Large alliances are difficult to control, hard to manage, and can lead to
problems such as Moles (Moles are players who share secret information with an
alliance’s enemies. The Mole’s reasons for this betrayal could be many). This is
slightly offset by the large amount of power which can be wielded. Smaller
alliances can be much simpler to manage. They can be easily moved, and they are
usually more trustworthy, yet they could be easily over run by a larger
alliance. There are exceptions; a poorly managed large alliance could be beaten
by a well developed small alliance, there are many examples of this occuring.
While alliances are important, you should be warned against entering into the
wrong alliance. You may be forced into attitudes you do not follow, or you may
join a group who have such a bad reputation that you will be tainted with the
same brush.
In short, find people you can trust, or if you don't know anyone, then set a
good example to those you do join with and they should follow.
Another important aspect of diplomacy is communication. I feel it is very
important to reply to all messages received, even if the answer is a simple
"no". They did go to the trouble of writing to you, so it is polite to provide
them with a response. Diplomacy can help build your reputation, or diminish it
with poorly structured messages. If someone finds it difficult to understand
what you mean, then they will likely not put effort into replies. I know one
example of a player who was reasonably skilled, yet his almost impossible to
decipher emails made any prospect of work with him very tiring.
An alternative to the above recommendation is to use silence. While I do not
follow this tactic, I understand it can be quite effective. This method is to
simply refuse to write any Times articles, or reply to any emails. This creates
an air of mystery around the player, causing people to be reluctant to engage
the player in battle. It also causes people to be unsure what tactics or
direction the player will use. Personally, I find this tactic rude, and I make
it my business to attack players who use this, yet it is still a valid method.
Magi training
Knowing which skills to work towards are important for Magic factions. The
most powerful spells require many pre-requisites, so careful planning is needed
to make sure turns are not wasted. The player needs to decide what direction
they intend to have their Magi move toward: should they be artificers, war
mages, or transportation specialists? Or perhaps you need them for protection
against assassination. There are various directions you could have your Magi
work towards, most of that depends on how many Magi you own, and if you are
working with other factions who may influence your decision.
It is far easier to have your Mage become an Artificers, enchanting Magical
items. At low levels these items are useful, although not very exciting.
Production of Mithril Swords and Mithril Armour should be an Artificer’s first
goal. These spells can be cast while studying, ensuring that the Mage is
contributing to the faction. There are many items which can be created by the
skilled Artificers, RINGs of Invisibility, CLOAks of invulnerability, Starves of
Fire or Lightning, etc. It is best to consider the direction you wish the mage
to move to carefully, as it can be many game years before they reach their goal.
Battle Magi are possibly the second easiest to produce. Having a mage study
FIRE can make him a simple, yet effective (especially early in the game) battle
Mage. After this simple spell is reached it is important to decide which
direction the mage should move towards: summoning DRAGons, or summoning BALRogs?
These are the most powerful creatures in the game and a few of these can make
the Mage almost an unstoppable force, but be aware of the Mage’s limitations.
Summoning Blackwind is a useful battle spell, yet it is a very remote goal due
to its high level. There are other spells which are quite useful to the Mag:
CALL lightning, Banish Demons, Summon Storm, Summon Tornado, and this doesn’t
include the defensive spells! It is recommended that careful examination of the
Magical skill list is completed before a decision is made.
There are many other roles which a mage can fulfil, some of which are: -
GATE courier – this mage will scout for new GATEs, deliver goods and units to
and from GATE colonies. Sneaky Tricks and Tactics:
Ship/Aircraft Carrier Tactic.
Ships can be used as Aircraft carriers if you have the right units. This
tactic can add to your exploration range or even be used to spot possible
targets for the next turn.
To do this you need a Ship (of course), as well as sailors. In addition you
need units equipped with a means of air transport over water. The best method is
to use single man units equipped with GLIDers, which are pretty cheap and
expendable. The process works due to the Ship orders being processed before the
unit orders. So the Ship can sail, and at the end of its movement the flying
units will move.
The units will usually die at the end of the turn, due to drowning (unless
they happen to make landfall), yet if they are also equipped with BOOTs of
levitation they will survive the turn. Check your game to find out if these are
enabled in your game.
If you have fighting forces on the vessel, you can then attempt to intercept
the ship, attacking them when you pass them - if your attitude is hostile.
In addition to this a flying unit can intercept a friendly vessel at sea and
enter. This is useful for bridging large tracts of ocean. The unit needs to
ensure it issues the order to enter the vessel:
Move N N N N #
The Direction of the vessel is entered and where # is the ID number of the
ship is placed so the unit will enter the vessel.
If you have the vessels to act as landing platforms you can easily send large
forces across the ocean and launch a surprise attack. Overloading the vessel is
not an issue if they are stationary and act only as an island to land upon.
Maxing out a regions structures.
This is a tactic which takes advantage of an exploit (not enabled in every
game, it may have changed in games from Atlantis 5 onwards), so if you use this
be prepared to stop should the GM make a ruling. From examination of the code,
it appears that a region can not have more then 99 structures within (although
this appears to be a number which is a little flexible). By building around (or
more then) 99 buildings, and keeping possession of the structures by keeping a
unit within, a faction can prevent all construction within the city. The
structures do not need to be completed for this to work, and that may be one of
the requirements. It also prevents construction of Ships, which are counted as
buildings. As mentioned, this might not work in Atlantis 5 as vessels appear to
be different to buildings.
Blockading starting cities.
Something which many players frown upon yet happens in almost every game.
This is the action of moving Guard units in to the surrounding regions of a
starting city and preventing any unauthorised movement outwards. Usually only
the first factions in a game can put themselves into this position, unless an
established faction/alliance quits, creating a power vacuum. The action requires
combat ready units setting the Guard flag in all land regions surrounding the
starting city, and declaring all non-allied factions unfriendly. It then
requires the creation of a large enough garrison in the starting city to uphold
your ownership of the surrounds. Many people will complain about this action, so
it is important to point out to people that they can sail or GATE away, should
they enter your city in error.
In time you will encounter many attempts at breakouts, by mundane units, and
by skilled STEAlth 5 or RIDIng 5 units or flying units. To prevent this you need
to make sure that all regional guards around the city have support from an
OBSErvation 5/Amulet of True Sight unit in residence as well as being mounted on
a flying mount with appropriate skills. It is also recommended that you send out
a TRUE sight Mage at random intervals to check for any other units which may be
lurking.
Skeleton Scouts.
This is something used by some Magic factions as soon as they arrive in the
game, starting in the Nexus. The Mage studies FORCe 1, SPIRit 1, NECRomany 1,
Summon Skeletons (SUSK) 1. The Mage then begins to summon the monsters, and once
one is summoned the Mage sends the Skeleton through one of the portals to arrive
at a starting city. It is a nice way to explore each city before making a
decision as to where the Mage will arrive. It does have the draw back of keeping
the Mage in the Nexus for longer then most would remain, and it can also annoy
factions who dislike someone sending Skeletons to their cities. In my opinion it
would be easier and faster to read the Times or contact other players to see
which is the best Starting City. It is less likely to annoy people and may make
you some allies too.
Destruction of buildings.
A tactic used by players who either do not care how people see, or players
who want to really annoy people. This is fairly easy to set up, although it is
easier to do if you have lots of funds.
The best way to do this is to have multiple STEAlth 5 units in regions which
are possessed by the intended enemy. Before the battles are to commence, order
the units to enter the structures and destroy them in the same turn. For
example:
ENTER 1 As Destroy is processed after ENTER, you can easily do this without being
seen. The enemy will have one less structure and should have no idea what
happened. It will only work if the enemy has no units within the structures,
because if they do they will be considered as the structures owner and will
prevent DESTROY orders.
Be warned. If you do this too well, you will upset a lot of people. This is
considered very underhanded.
This tactic was once used by a player in the Realms game, who used this to
destroy a road running 130 regions long. This move has earned the player an
almost eternal and infamous place in the history of Atlantis amongst some of the
older players.
A variation of this tactic is used when you are attacked by a superior force.
If you think you will not be able to hold your ground then it might be better to
adopt a scorched earth policy; destroying all structures and pillaging before
the enemy advancement. This will prevent their capture and will make the regions
less valuable.
Removing your neighbor.
A very skilled player once offered me the advice to always remove the first
faction which you encounter, totally wipe out your neighbor. This works well at
the start of the game, when all players are relatively defenseless and when the
player has random GATEd from the Nexus. Using this tactic, the player puts all
effort into scouts and creating an army. The first faction the player encounters
suffers the full force of the army.
This can be useful, as you gain spoils from the enemy, you gain their land if
you move in fast enough, and you can also boast that you have removed a player
from the game which lends you some negotiating power.
Instant Magi.
This tactic is useful for a faction which has none or very little Magi, yet
still requires or desire the capability to launch a Mage attack. When used in
the right circumstances, this can easily turn the tide in a war or battle. Yet,
it is best when used in small bursts, or for a single offensive, as it can leave
the rest of the faction's empire in financial trouble.
Ideally, it is most effective with well trained units, having units skilled
in OBSE/STEA/RIDI are a good idea, as well as having them equipped with
TRUE/WING/RING and STAL. The last item, the STAL, is the pivotal part of this
tactic. Of course, the unit would not have the required skill to use this item
in battle (needing a Magic skill: SPIR, PATT or FORC, or MANI for games which
allow apprentices), so the unit would sit in a location awaiting its part.
When the need for these units (and this works best with multiple units so be
sure to be prepared) arises, the faction points for the faction needs to be
changed. DO NOT forget to ensure all your regions have stockpiled enough SILVer
to survive for a brief period of time WITHOUT taxing! The faction points need to
be put exclusively into MAGIC (and this needs to be done somewhere BEFORE the
unit's study Magic, or an error will be created). The same turn that the points
are changed, the special units mentioned above need to study the required skill
to wield the STAL (for Apprentice free games this is one of the three
foundations Magic skills. For Apprentice enabled games be sure to utilise these
too, as this could add a potential 14 Apprentices! The next turn the units can
move out and assist in any battle, providing additional units which can deal
large amounts of damage with their STAL (be sure to set each of these units to
behind). Once their task is complete, the units could return to their previous
state of Non-magi-hood, awaiting the next time they are needed.
This tactic only works in games which allow Magic points to be redistributed.
FIRE Magi.
This is a tactic best used by at least a couple of factions who have allied
and only at the start of a new game. In the first turn, the alliance puts all
faction points into Magic, and creates the maximum number of Magi who then all
study FORC1/FIRE1. They use Unclaimed Silver to pay for any study. They then
move out (with a TACTics 1 unit to support them) and they can take out the
nearest settlement within the first few turns. The more Magi you have, the
larger the settlements which can be taken.
Often a good tactic, if you are in an alliance, as it gains you the taxable
income of the settlement within the shortest length of time.
BALR Bombs.
This is a tactic which is not used very often due to GMs introducing ways to
prevent its effectiveness.
To use this tactic, you need a Mage to summon the BALR, and a direction in
which you wish to send the beasts. The Mage will issue an order to give the BALR
to a new unit, creating it in the same turn, for example: -
unit 100 The new unit will consist of the BALR, which will move in the direction
given, in this example the BALRog will move north.
This tactic is useful for sending BALR to Harvesting areas, or for moving
them to regions to attack an enemy, with little danger to you. As mentioned,
most current games disable this feature by preventing BALR being handed to units
without SUBA skill, and not allowing you to issue the beasts with directions.
An overabundance of BALR.
A tactic witnessed recently, although it is not new. A faction’s Magi (works
even better when done by a whole alliance) travel to an enemy Starting city,
preferably unprotected, and sets up camp. Once ready, the Magi begin summoning
BALR, and continue to produce them. Eventually, they either break loose or are
released. This will cause the defending enemy to increase defenses to deal with
dozens of escaped BALR. Possibly outstripping their silver production, or even
being over-run with monsters.
The only drawbacks with this tactic (apart from doing little to endear
yourself to the other factions) is that it can cause the enemy to create such
strong defenses that you would be hard pressed to defeat them and the other
problem is that you do not have any control over the BALR once they are free, so
they may eventually bump into your regions or attack your allies.
(sea
elves),
$100200.
------------------------------------------------------------
The
weather was clear last month; it will be clear next month.
Wages: $15 (Max:
$60120).
Wanted: 132 grain [GRAI] at $18, 170 livestock [LIVE] at $21,
52
stone [STON] at $42, 110 fish [FISH] at $20, 59 swords [SWOR] at
$111,
93 crossbows [XBOW] at $105, 64 chain armor [CARM] at $129,
81 wagons [WAGO]
at $186, 32 floater hides [FLOA] at $171, 24
rootstone [ROOT] at $206, 38
double bows [DBOW] at $383, 62 axes
[AXE] at $119, 66 lassoes [LASS] at $99,
75 bags [BAG] at $95, 57
spinning wheels [SPIN] at $117, 99 tarot cards
[TARO] at $227, 52
chocolate [CHOC] at $266.
For Sale: 90 wood [WOOD] at
$61, 53 furs [FUR] at $48, 93 truffles
[TRUF] at $70, 92 cotton [COTT] at
$106, 801 leaders [LEAD] at
$120, 4008 sea elves [SELF] at
$60.
Entertainment available: $6680.
Products: 75 grain [GRAI], 21 horses
[HORS], 77 livestock [LIVE].
-----------
This city could
potentially hold over 8,000 soldiers at a tax rate of $50. If these were
specially trained BARB, VIKI or ORC, equipped with Armour and weapons, they
would withstand most enemy forces. If these were Leader troops then the amount
of units are almost halved, yet they more them make up for this in other ways.
If Leaders were used, these 4,000 Leaders could be equipped with HORS in
addition to RIDI and COMB skill. A very formidable guard indeed!
FARSight Mage – a useful role which allows the
scouting of remote regions, as well as spying on neighbours.
TRUE sight Mage
– can be one of the most important roles for a mage. This unit seeks and removes
assassins, as well as prevents assassinations.
DESTROY
;My Mage (100), 2281 silver [SILV], leader [LEAD], horse [HORS],
Balrog [BALR]… etc
@study SUBA
give new 1 1 BALR
@cast SUBA
form
1
move n
end