Tower of trample save game
This is especially dangerous to tightly packed formations (Vaetti, formation fighters) and units that rely on glamour. All in all, while a handful of Heavy Cavalry can be dangerous, a charge of 20-30 can be very deadly early on and has to be prepared for.Įlephants & Troglodytes: Early in the game, these two are quite dangerous due to their trample attack that deals 16-20 armor piercing (!) damage, if the unit can't evade. Lastly, you'll need to punch through their protection with high damage or (armor) piercing attacks. A few fire elementals (Conj3) can also be very effective, soaking lances with their ethereal bodies and dealing fire damage against the short weapons & hoofs. Retiarius, Mermen, Ichtyid) or ground them with magic (e.g. To Counter this you can either surround them with numbers to harass their defense down so they can be hit, bring high attack skill troops, capture them in nets (e.g. As mounted units have high defense, your troops are less likely to hit. Now that you have pulled their teeth, the cavalry only has mediocre Sword and Hoof attacks. It is best to recruit expendable troops (also called chaff) and use them as bait to take the lance charges. The lance charges can be problematic for expansion that relies on high protection like pretenders or Plate Infantry (see demonstration video above). Heavy Cavalry: Heavy Cavalry, Cataphracts, Knights and Jade Amazons pose three problems: they have powerful piercing lance charges, high defense and medium to high armor. Finding the right balance of troops you bring against these is a matter of practice and depends on what your nation can field. If you have assassins, they can take care of the commanders and you can rout leaderless independent forces without a difficult fight, though Mounted Commanders / Troglodyte will be difficult to assassinate. If you don't have the proper responses to these threats you should avoid them until later and take easier provinces instead. These enemy types will need more troops and / or specific counters to beat them. The above were the easy cases, now lets take a look at common difficult enemies. Against Longdead Horsemen 5-10 chaff units to take their lance charge in front of your troops can stall until the prophet kills them. With your Prophet on hand, you can easily banish (script 5x Banish or your Custom Priest spell equivalent) huge chunks of the undead and win with few losses. As they often appear in large numbers, you should bring more troops to hold a line. These could be ghouls, Soulless and Longdead, but also Longdead Horsemen. Undead: Sometimes you will face a province with undead. Generally, it is easiest to let Dragons hold twice in the far back & “Fire Closest”, so they can use their deadly breath attack once or twice to thin enemy ranks. Specifically enemy nature mages can be dangerous to them with Vine Arrows which entangle pretenders and make them easier to kill for enemy troops. While it can be tempting to hold two times and attack the rear to kill enemy commanders, if they fail to kill the commanders fast enough they can get bogged down and surrounded. Dragons are special as most can fly and they have a breath attack. Generally, pretenders should buff themselves two or three times with only the most necessary spells or just hold three times in the back and “Attack Closest” to not build up too much fatigue and avoid crits. Great Mother needs armor) which is why many players prefer monster pretenders (Dominion 2 category) with high natural protection instead for expanding. Titan pretenders (Dominion 3 category) often need equipment or spells before they can take on larger groups of enemies (e.g. Larger numbers of Lizard Warriors, Knights and barbarians should be avoided (see this demonstration.
While they are very tough, they can still fall to dangerous enemies with high damage attacks. They generally have high HP, high protection and Regeneration / Recuperation / Awe to mitigated damage and afflictions. Super combatant pretenders are often used to increase early expansion significantly.