The campaign story as well as the listed objectives for Aevinwode seems to tell me that I am supposed to side with Sirucil in the blood war against the Human invaders.
The only thing that I do not understand is the point of having us choose between Sonneneve and Sirucil for this very war.
It does not matter if I choose the "Good" or "Bad" it seems, since the objectives stay the same.
Is the campaign for Aevinwode going to be changed in the distant future? (Like giving them different objectives depending on the player's choice)
Otherwise I am currently not quite sure what the point is of the choice.
Aevinwode 1.8
Moderators: Slitherine Core, Gothic Labs
Re: Aevinwode 1.8
what im more confused is the objective of Aevinwode is about war and help the Sirucil, but their troops composition as well as their economy will not be able to withstand the humans or other nations...
with no infantry as the backbone of their nation, they will fall... in my opinion, without using the shield wall tactics, it'll be hard to fight against other state at late game. Of course, with shieldwall tacticst + trebuchet/catapult + archer + 2 cav, any enemies are easy for my Hadrigel to beat..
with no infantry as the backbone of their nation, they will fall... in my opinion, without using the shield wall tactics, it'll be hard to fight against other state at late game. Of course, with shieldwall tacticst + trebuchet/catapult + archer + 2 cav, any enemies are easy for my Hadrigel to beat..
Re: Aevinwode 1.8
Have to agree with you on the objective...
As far as the troop composition... You got 4 swordsingers, the Master of the Hunt, a few feybrunn runners combined with equal numbers of archers and cav...
It took me 100+ turns to conquer Ladvia completely and get 5 Riesental, 3 Iron Barony provinces.
It is not the most dificult nation to play, but due to no having very few strong Infantry units and no healers it takes very long.
For me most of my elven army gets annihilated after each province claimed (after a major battle).
As for Hadrigel... They are the only nation that I fear when playing, when I got plenty of money coming in I mostly steamroll over the nations around me, except for AI Hadrigel and their annoying spam of swordsmen (Ehrbrucker Landknecht)...
It does not matter which nation I play, Hadrigel is a nice bump to get past, when past them the rest is a peace of cake.
With Cor Vilaad I steamroll over Hadrigel... Just 1 army with 4 Dwarven Champions, 4 Rock Priests (for healing mostly), 4 Fusiliers (or Heavy Crossbow), 3 Ballista and the rest filled up with Battle Ragers... Massive infantry with Ballista, archers and healers to cover them. Just make sure you got 5-10 Heavy Guards ready to protect the province after your near undefeatable army moves on to its next conquest. With Cloudfells it is not bad as well, but slightly more difficult then Cor Vilaad.
As far as the troop composition... You got 4 swordsingers, the Master of the Hunt, a few feybrunn runners combined with equal numbers of archers and cav...
It took me 100+ turns to conquer Ladvia completely and get 5 Riesental, 3 Iron Barony provinces.
It is not the most dificult nation to play, but due to no having very few strong Infantry units and no healers it takes very long.
For me most of my elven army gets annihilated after each province claimed (after a major battle).
As for Hadrigel... They are the only nation that I fear when playing, when I got plenty of money coming in I mostly steamroll over the nations around me, except for AI Hadrigel and their annoying spam of swordsmen (Ehrbrucker Landknecht)...
It does not matter which nation I play, Hadrigel is a nice bump to get past, when past them the rest is a peace of cake.
With Cor Vilaad I steamroll over Hadrigel... Just 1 army with 4 Dwarven Champions, 4 Rock Priests (for healing mostly), 4 Fusiliers (or Heavy Crossbow), 3 Ballista and the rest filled up with Battle Ragers... Massive infantry with Ballista, archers and healers to cover them. Just make sure you got 5-10 Heavy Guards ready to protect the province after your near undefeatable army moves on to its next conquest. With Cloudfells it is not bad as well, but slightly more difficult then Cor Vilaad.
Re: Aevinwode 1.8
I played with Hadrigel once, they're very very very strong if you know how to play it..
their swordsmen are... i dont know what to say if not overpowered...
however, those are meaningless if they dont use artillery unit to break enemy's shieldwall, which unfortunately, what the elven race lack.
I personally wanted to play more as elven kingdoms, but the game is currently have a fixed setting of the elven/human/dwarves/orc characteristics.
I was thinking a scenario where the high elves are more feudal, and the wood elf more tribal, so that high elves objectives would be to expand against the evil side, LoTR style ~
well, might as well make a LoTR mod, if there's a talented artist who'd like to make LoTR map, i'd love to try or even add units/kingdoms
what i do hope, is that, the map editor will include on the generic map creator, or a template for mountains, lake, or monuments, without the need of using photoshop (or is it already possible ?, i havent fully grasped the knowledge on using the map editor
)
the game is full of potential, mainly because it's like Europa Universalis for me but with an actual battle to fought...
(fyi, i hate the system where u just need 1 turn to sack 1 economy off of a province), oh and i feel like the end game is kinda... bland, where you just spawn blobs of army (i prefer those with garrison trait) to protect the border, and the enemy will lost if they attack due to the time limit of the battle... (if not for that, the defender will definitely lose due to unfair deployment that forbid the defender to organize before the battle).
Im not sure if there's an update yet, i havent touched my laptop for a few weeks, got real life problems..
anyway, great success to the developer, and i do hope for big improvements ::)
their swordsmen are... i dont know what to say if not overpowered...
however, those are meaningless if they dont use artillery unit to break enemy's shieldwall, which unfortunately, what the elven race lack.
I personally wanted to play more as elven kingdoms, but the game is currently have a fixed setting of the elven/human/dwarves/orc characteristics.
I was thinking a scenario where the high elves are more feudal, and the wood elf more tribal, so that high elves objectives would be to expand against the evil side, LoTR style ~
well, might as well make a LoTR mod, if there's a talented artist who'd like to make LoTR map, i'd love to try or even add units/kingdoms
what i do hope, is that, the map editor will include on the generic map creator, or a template for mountains, lake, or monuments, without the need of using photoshop (or is it already possible ?, i havent fully grasped the knowledge on using the map editor
the game is full of potential, mainly because it's like Europa Universalis for me but with an actual battle to fought...
(fyi, i hate the system where u just need 1 turn to sack 1 economy off of a province), oh and i feel like the end game is kinda... bland, where you just spawn blobs of army (i prefer those with garrison trait) to protect the border, and the enemy will lost if they attack due to the time limit of the battle... (if not for that, the defender will definitely lose due to unfair deployment that forbid the defender to organize before the battle).
Im not sure if there's an update yet, i havent touched my laptop for a few weeks, got real life problems..
anyway, great success to the developer, and i do hope for big improvements ::)
Re: Aevinwode 1.8
Hello All,
I agree so, it is nice to see others thinking this. I think if all the elves ally (as they tend to do in the game), then the auxillaries should be more supportive of each other. The High Elves offer the light infantry, who are important and arguably the best, but then the Night and Wood Elves seem to almost share the same auxillary. Personally I'd have the Night Elf auxillary as a cavalry unit, and then the High Elves offer infantry, Wood Elves offer archers and Night Elves offer cavalry.
The only race I've played enough to get a strong idea of each enemy is Dragonhold, and I find their ballista make Hagriel easy to kill - you can break the shield walls with them, weaken the Landskreig further with archers, then finish them off with your own infantry. However the Wood Elves have Trees, which are melee, which in my opinion makes them weaker siege units. However as I've not used them then they may be effective, provided they have a very high health. That said though, the Wood Elves are primarily skirmishers, so they seem to be best used by firing then retreating, so Hagriel may suffer in a skirmisher battle.
I agree so, it is nice to see others thinking this. I think if all the elves ally (as they tend to do in the game), then the auxillaries should be more supportive of each other. The High Elves offer the light infantry, who are important and arguably the best, but then the Night and Wood Elves seem to almost share the same auxillary. Personally I'd have the Night Elf auxillary as a cavalry unit, and then the High Elves offer infantry, Wood Elves offer archers and Night Elves offer cavalry.
The only race I've played enough to get a strong idea of each enemy is Dragonhold, and I find their ballista make Hagriel easy to kill - you can break the shield walls with them, weaken the Landskreig further with archers, then finish them off with your own infantry. However the Wood Elves have Trees, which are melee, which in my opinion makes them weaker siege units. However as I've not used them then they may be effective, provided they have a very high health. That said though, the Wood Elves are primarily skirmishers, so they seem to be best used by firing then retreating, so Hagriel may suffer in a skirmisher battle.
Re: Aevinwode 1.8
Those walking giant trees are pain in the *smile* for sure, i need to surround that thing with my infantry and wait for it to foolishly try to attack my shield wall formation as the archers barely did any damage on them, and im not too keen on sacrificing any of my main forces' unit..
The problem is, if you play as any elf country, that giant thing is limited, thus not very useful if you plan to make a blobbing empire. When i played as Hadrigel, the western territory are all under my banner. But when i played any elf nation, it's hard to just maintain your border..
The high elf aux unit is not as good as the human counter part, the Hadrigel's heavy infantry could steamroll anything in its path.. not to mention the Empire's units are much more scary... The only problem when im playing as Hadrigel is to make sure the Empire will not attack me when im focusing on the other front/theater.
The ballista on the other hand is a really good siege weapon/ shielwd breakers, though not as good as the treb in my opinion, mostly due to its range.
However, the devs mentioned that they're currently developing a new game mechanic, thus i cant say for sure that they wont change any of the current problem within the game, like for example, the need to post few units on the border/coast line so that the enemy will not do the -1 economy to your territory while you're unaware (i cant move my main force due to all my territory being occupied by my 5-15 garrison troops).
Cheers ~
dimzki
The problem is, if you play as any elf country, that giant thing is limited, thus not very useful if you plan to make a blobbing empire. When i played as Hadrigel, the western territory are all under my banner. But when i played any elf nation, it's hard to just maintain your border..
The high elf aux unit is not as good as the human counter part, the Hadrigel's heavy infantry could steamroll anything in its path.. not to mention the Empire's units are much more scary... The only problem when im playing as Hadrigel is to make sure the Empire will not attack me when im focusing on the other front/theater.
The ballista on the other hand is a really good siege weapon/ shielwd breakers, though not as good as the treb in my opinion, mostly due to its range.
However, the devs mentioned that they're currently developing a new game mechanic, thus i cant say for sure that they wont change any of the current problem within the game, like for example, the need to post few units on the border/coast line so that the enemy will not do the -1 economy to your territory while you're unaware (i cant move my main force due to all my territory being occupied by my 5-15 garrison troops).
Cheers ~
dimzki
Re: Aevinwode 1.8
Hello Dimski,
Sorry, I must have missed your reply, so I've only seen this now. I've not played the Wood elves too much. I got as far as reforming all the borders using all the woodland nearby, and I'm now ready to take the Bovorian Empire in the plains, but I've not had a chance to play the game in a while.
The high elf aux aren't great, but just to get some early infantry they are necessary for the shield wall. The swordsingers are expensive, but I'm sure over time they'll be my primary infantry. I just wish every race had a 1:1 infantry just for the sake of a shieldwall. The Dragonhold's Spontoons are terrible, but they are cheap and easy to use as fodder or garrisoning - and then if the enemy army is cavalry-heavy then they become useful due to their Pikes.
That's the thing I really like about Dragonhold: Good infantry, good archers, good siege and good cavalry (dragons being useful both for their range and their charge) and although they'd nerfed the Grandmarshall compared to the Beta, if you can keep him alive he gets very strong. Although they are best in hills they are great in most battles, except when I was attacking the elven captials. They almost always had the spell which stops movement, which stops the archers from being able to move, and the Wood elves with the Forest Lord and the Master of the Hunt and all their forester perks kept destroying me until I moved away from the woods and made them take me on in the plain. However if the AI is changed to be more defensive when being attacked then it'll be a much much harder challenge (but then by the time I hit Sirucil I had the Dragonhold fire column spell, which is very useful for crippling an enemy army before you move your army in). I'll eventually finish my Last Man Standing Dragonhold game, then I might try using the Jotland to see how humans fight.
Sorry, I must have missed your reply, so I've only seen this now. I've not played the Wood elves too much. I got as far as reforming all the borders using all the woodland nearby, and I'm now ready to take the Bovorian Empire in the plains, but I've not had a chance to play the game in a while.
The high elf aux aren't great, but just to get some early infantry they are necessary for the shield wall. The swordsingers are expensive, but I'm sure over time they'll be my primary infantry. I just wish every race had a 1:1 infantry just for the sake of a shieldwall. The Dragonhold's Spontoons are terrible, but they are cheap and easy to use as fodder or garrisoning - and then if the enemy army is cavalry-heavy then they become useful due to their Pikes.
That's the thing I really like about Dragonhold: Good infantry, good archers, good siege and good cavalry (dragons being useful both for their range and their charge) and although they'd nerfed the Grandmarshall compared to the Beta, if you can keep him alive he gets very strong. Although they are best in hills they are great in most battles, except when I was attacking the elven captials. They almost always had the spell which stops movement, which stops the archers from being able to move, and the Wood elves with the Forest Lord and the Master of the Hunt and all their forester perks kept destroying me until I moved away from the woods and made them take me on in the plain. However if the AI is changed to be more defensive when being attacked then it'll be a much much harder challenge (but then by the time I hit Sirucil I had the Dragonhold fire column spell, which is very useful for crippling an enemy army before you move your army in). I'll eventually finish my Last Man Standing Dragonhold game, then I might try using the Jotland to see how humans fight.