Results 1 to 14 of 14

Thread: Hayasdan guide

Hybrid View

Previous Post Previous Post   Next Post Next Post
  1. #1

    Default Hayasdan guide

    I have been trying to get a hayasdan campaign going but their units are soooooooooooooo horrible at the start and money is not there EVER. I was wondering how in the hell do you get going at the start of the hayasdan campaign? I attack one of the towns above my capital with alllll my units, but I lose mostly all of them and no money to recruit more. I am not going to wait 100 years for my money to be positive to start playing the campiagn.
    Last edited by SuperGosc; 04-13-2008 at 22:09.

  2. #2
    Villiage Idiot Member antisocialmunky's Avatar
    Join Date
    Feb 2005
    Location
    ゞ( ゚Д゚)ゞ
    Posts
    5,974

    Default Re: Hayasdan guide

    Their units are fairly good for cheap rabble units. Disband any expensive upkeep cavalry and start taking cities in the mountains. If you can take one or two cities, you should be able to make some money. And don't forget to immediately go north and make peace with the horsemen.

    Also, your general is an awesome cavalry unit.
    Fighting isn't about winning, it's about depriving your enemy of all options except to lose.



    "Hi, Billy Mays Here!" 1958-2009

  3. #3

    Default Re: Hayasdan guide

    Try to take the caucausus mountains and start making mines....if it includes disbanding EVERYTHING for liek 3 turns...do it...

    just be wary of the gray death............

  4. #4
    Member Member soibean's Avatar
    Join Date
    Jun 2004
    Location
    Pennsylvania
    Posts
    640

    Default Re: Hayasdan guide

    I just started up a hayasdan campaign and am doing quite well. I haven't played as them since.81 so Im really pleased about what's been done with them.
    Anyway back to advise. I am playing on M/M for this campaign because I can't stand how idiotic the AI can be when it comes to ceasefires and diplomacy. At least on Medium they accept when they are losing... even if they do attack you the very next turn more often than not.
    I started off by merging the 3 small armies into one larger army and taking the two towns to the north. I didn't enslave or exterminate the towns because I remember in the past I received a trait saying that I enslave my own people, but I don't know if that is still around. I made peace with the Sarumatae (even pulled 10k out of the deal) and haven't heard from them since. At this point I built up roads and whatever economic buildings I could.
    It is immensely important to put forts up in the mountain passes to the south. Use some of your crappy infantry (hopefully you have some saved who were just about decimated and have about 10 guys left over) and place them in the forts. The Seleukids have always attacked me within 5 years, yet they will always attack the forts first if they are blocking their path and this will give you at least a year to prepare as they besiege and then make their way to your city.
    When they first attack you, make a rush for the city to the south west that starts with a K... I can't remember the spelling but by the time I reached it, there was a mine within that gives me an additional grand per turn. Continue placing forts to impede the progress of their advance while you use your real army to raid their frontier towns. Don't plan on keeping these towns (except for that K town if at all possible) but rather enslave their people and destroy their military buildings and infrastructure then leave one crappy unit within so they have to besiege you to get the city back. All of this looting will give you enough money to create new armies to continue your raiding.
    I decided to take over the other rebel towns in the mountains and placing forts. After wiping out 3 of their towns of their infrastructure and keeping the K town, I was able to get a cease fire offer. Peace for a year was a nice reward. 20 years later it has just been war every other year (by now I don't keep a standing army but rather recruit mercs and am working on the reforms so I get better factional units), but I am still slowly taking all of their valuable provinces away.
    I've found with the Hayasdan that you have to be lucky. Sometimes the Seleukids slam you with the brunt of their army and there is only so much you can do against stack after stack. If you are lucky and they attack from one certain area with small armies that you can hurt through attrition then you have a chance at a fun campaign.

  5. #5

    Default Re: Hayasdan guide

    Excellent guide, thanks very much! Hope this gets in the AAR/Guides forum.

  6. #6

    Default Re: Hayasdan guide

    Here are some of my thoughts from my hayasdan campaign which is at 235bc.

    One of the best defenses against the AS is archers from the walls. Eastern archers have great range and against the AI can decimate an enemy force while your infantry is marching out to fight. I've had several AS armies route just from archer fire alone.

    By upgrading your barracks you can eventually recruit the basic hellenic phalanx which is to me the best infantry you can get in the early years.

    I have not seen the saromatae since getting a cease fire from them and its now 235bc.

    Try and get the Black sea coastal cities as early as possible as they can generate alot of trade.

    i'm trying not to laugh too much watching my ally Bactria's diplomat run around bribing AS armies-- so far by my count he's snatched about 15 units.

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  
Single Sign On provided by vBSSO