48:13 There is a reason why ranged combat reigns supreme, more range means you control engagements. If the enemy has more DPS, you minimize the area impacted - for example, by pulling back with your ballista so instead of your entire army vs theirs, it is your entire army (far away) VS only the enemy cav (because the rest can’t reach you). This then turns into your entire army VS only one flank, because the other half can’t reach you, and so on. Use range to create kill boxes and funnel the enemy towards you since units only ever attack closest, so you can easily manipulate engagements. You would only go man to man if you can defeat them in all fronts or if you need to sacrifice to slow down one flank so you can win the other. Finally, remember that a choke point or killbox only works when you are OUTSIDE of the choke and shooting INTO it! ;D
@DesignInDepth It's just my opinion, but I feel like it's getting worse. There used to be thought and intelligent play on this channel. Now it seems more like random clicking and blabbering. Was good when he played DRGs but it's almost to the point of unsubscribing.
Ballistas placed in the furthest back are cost effective. The range lets you kill enemy's for free before they even reach you. It also breaks their formation, so you only fight the cavalry first, for example, then you can deal with the slower ones...
Its frustrating to watch how you're using the same tactic again and again and hope for different results. Against the fast cavalry the natural enemy is the armored pike-man with the support of cheap and fast attacking archers and MORE ballista's in the back. Use diferent units to find out what works. You don't use asymmetrical placement of units. Try heavy tanks in front one side weak on the other. Or hear me out - PUT 1000 BALISTA'S IN THE BACK AND DESTROY EVERYTHING
48:29 There's a reason spears were a bane to cavalry. There long and they block horses your spear unit is one of your best units with warriors and mage/archers.
1:04:51 Looks like you figured out flank overload, but to get mileage out of ballista, you want the ballista to be firing while the enemy is walking, otherwise you nullify the ballistas range advantage since the game always attacks closest target, units in this game should have targeting priorities for more strategic options.
Love your videos Cub. Though I always feel like I come to your channel and it's always a new game, which is great; I love discovering new games through your channel, but I wonder if you're gonna start some playthrough to a longer game; like you did with Deep Rock Galactic.
I agree. It's missing a little bit of soul, and feels like it's "almost there", lol. I think a big part of it is that there isn't much AI/tactical strategy to speak of. Troop movement is typically just "it moves toward the closest target" and about all the tactics you have is figuring out spacing to pull troops apart the way you want. The longer you play it, the more you find the "strategy", but the issue is that you're trying to strategize how to make the AI movement work the way you want it to, vs actually being effective against different loadouts.
48:13 There is a reason why ranged combat reigns supreme, more range means you control engagements. If the enemy has more DPS, you minimize the area impacted - for example, by pulling back with your ballista so instead of your entire army vs theirs, it is your entire army (far away) VS only the enemy cav (because the rest can’t reach you). This then turns into your entire army VS only one flank, because the other half can’t reach you, and so on.
Use range to create kill boxes and funnel the enemy towards you since units only ever attack closest, so you can easily manipulate engagements.
You would only go man to man if you can defeat them in all fronts or if you need to sacrifice to slow down one flank so you can win the other.
Finally, remember that a choke point or killbox only works when you are OUTSIDE of the choke and shooting INTO it! ;D
Thanks for playing our game! hope you had some fun with it :)
Entire career on strategy games, continues to have no understanding of warfare strategy. So hard to watch sometimes
unless its poor play on purpose to bait idiots like me to commenting to drive engagement on the video... rip
bruh cool your tits its just games
@DesignInDepth It's just my opinion, but I feel like it's getting worse. There used to be thought and intelligent play on this channel. Now it seems more like random clicking and blabbering. Was good when he played DRGs but it's almost to the point of unsubscribing.
@@OphidianObserver absolutely agree. Hopefully he sees this and takes the feedback into consideration
@@DesignInDepth You & Ophidian are getting coal for Xmas now.
When I saw the caption i thought it was a remake of Warlords Battlecry!!!!
Such a great game
"Mages are throwing books? What kind of spell is this?"
Knowing is half the battle.
Ballistas placed in the furthest back are cost effective. The range lets you kill enemy's for free before they even reach you. It also breaks their formation, so you only fight the cavalry first, for example, then you can deal with the slower ones...
Its frustrating to watch how you're using the same tactic again and again and hope for different results.
Against the fast cavalry the natural enemy is the armored pike-man with the support of cheap and fast attacking archers and MORE ballista's in the back. Use diferent units to find out what works. You don't use asymmetrical placement of units. Try heavy tanks in front one side weak on the other.
Or hear me out - PUT 1000 BALISTA'S IN THE BACK AND DESTROY EVERYTHING
its really hard to watch sometimes.
+1 for watchig his mouse go over the armor piercing armoured units because he decided 210 was expensive early on... my soul... it hurts
48:29 There's a reason spears were a bane to cavalry. There long and they block horses your spear unit is one of your best units with warriors and mage/archers.
If you are stuck on a battle you can skip that battle with the green button on the top left of the map, where you choose your battles
1:04:51 Looks like you figured out flank overload, but to get mileage out of ballista, you want the ballista to be firing while the enemy is walking, otherwise you nullify the ballistas range advantage since the game always attacks closest target, units in this game should have targeting priorities for more strategic options.
Love your videos Cub.
Though I always feel like I come to your channel and it's always a new game, which is great; I love discovering new games through your channel, but I wonder if you're gonna start some playthrough to a longer game; like you did with Deep Rock Galactic.
looks like fun!
@28:46 there's the royal guard unit you claimed to not have seen before in your more recent episode. JEEZ!!!
Im suprised you never tried the "Spam all barbarians" to try your own HP overload type thing.
You try out Cogmind.
Am speed⚡
Welp, this game is pretty clearly in pre-alpha lol
Mechabellum is a million times better than this if you havent tried it yet
I was intrigued until the game completely stalled out and ruined my interest
This has some potential, but feels very beta ish (or some even earlier development form).
I agree. It's missing a little bit of soul, and feels like it's "almost there", lol. I think a big part of it is that there isn't much AI/tactical strategy to speak of. Troop movement is typically just "it moves toward the closest target" and about all the tactics you have is figuring out spacing to pull troops apart the way you want. The longer you play it, the more you find the "strategy", but the issue is that you're trying to strategize how to make the AI movement work the way you want it to, vs actually being effective against different loadouts.