Boontaker wrote: ↑
May 6th, 2024, 02:45
How often do you make mixed unit armies like that? Is that just you maximizing your unit recruitment from whats available? Or did you do that on purpose?
I used to do it way less back in Dominions 5 days, but in Dominions 6, we have more Gold income in general, so recruiting indies is relatively cheaper. You have to understand what types of indies you're recruiting and what are their roles in combat or otherwise. Also about indies, you have to luck out on good provinces to recruit good indies from - and this varies wildly game to game, which is why dominions is fun!
In this exemple above, I beat AI Vanheim mostly with my elite units, Wind Raiders, with some mild help of a few mages buffing them. I recruited a lot of indie chaff (heavy inf and lizard warriors) who do ok at holding the line vs medium units but still die horribly to any real elite player unit. I needed high numbers because I sieging Venheim's cap and more men (or lizards) means more siege strength. Fighting AI nations is actually rare in test games, but this was a fun one so I HAD to post.
That strat has been working well for arco, at least in my first few tests. Further testing is required. Not going to go into details of my strat because you're my adversaries next game.
I actually have zero experience with Mekone in either Dominions 5 or 6 so I can't give you any tips other than that Gigante Hoplites are very hard to kill and can do a ton of magic weapon damage. They look awesome. However, they cost 75 resources each so you better surround your cap circle with high resources provinces to supply your capital with that. Peltasts look like they fit the same role they do for Arco, throw a javelin then die easily in combat. I don't recruit many of them other than the first turns of the game, to complement the starting army, before switching to better units.