Results 1 to 29 of 29

Thread: Dogs

Hybrid View

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

    Default Re: Dogs

    Honesty, I use them like furry cruise missiles.

    As for balancing their effectiveness, the only change I would suggest is to make them non regenerable and retrainable-only like other units. Dogs don't last long among armored units.

  2. #2
    Member Member Divico's Avatar
    Join Date
    Aug 2004
    Location
    Confoederatio Helvetia
    Posts
    28

    Default Re: Dogs

    after some 50 SP battles I really start liking them. I mostly use them for sieges on offense and defense. The first unit I let run through the crasehd gate.
    AVT PVGNA AVT MORERE

  3. #3
    Barbarian of the north Member Magraev's Avatar
    Join Date
    Oct 2000
    Location
    Denmark
    Posts
    929

    Default Re: Dogs

    There are some issues with them. The dogs steal XP that your equites should get chasing routers. Since they don't level up the xp is lost. This is especially a problem for julii, since they get no xp-temples.

    In the later stages of the game the diff between a silver chevron equites and a rookie one could be the diff between life and death.

    And the 5-sallies-pr-turn-strategy is incredibly cheezy...
    Nope - no sig what so ever.

  4. #4
    Member Member AngryGerbil's Avatar
    Join Date
    Sep 2004
    Location
    St. Louis, MO
    Posts
    22

    Default Re: Dogs

    In response to OctavionAugustus:

    Sending 4 units of wardogs against 4 foot units is not play testing. I hate to break it to you. Alot of the power of the wardogs comes with their regeneration rate and the way they can bog down units for free allowing your troops to flank

    Another thing you may want to "playtest" is how you deploy your dogs. If I have 4 units of dogs and you have 4 warbands, would it be wiser for me to send 1 unit of dogs at each of your warbands or send them all at one warband? Or maybe send 2 dogs at 2 warbands and try to flank with the third while using the fourth as a decoy? Get creative, playtest before you comment.

    Taking two units and smashing them into each other head on in a custom battle does not constitute playtesting. Having a full army of dogs is not going to net you a sprawling empire, of this I can agree with you. But there is no question that they are too powerful as they stand. CA needs to either tone them down signifigantly, require a retrain before they replenish, or make them more expensive.
    Class of 10/10

  5. #5
    Alienated Senior Member Member Red Harvest's Avatar
    Join Date
    Jan 2003
    Location
    Searching for the ORG's lost honor
    Posts
    4,657

    Default Re: Dogs

    They seem too powerful to me, but most of the "special" units have been beefed up relative to infantry. It is similar to elephants, the dogs weaken enemy morale while you are hitting them with infantry or cav. Part of the problem I have with the wardogs is that I'm not personally afraid of dogs. (Among my personal experiences was chasing down and beating a rottweiler into submission that was chasing a cat in my yard--it never came through the fence again and was a good "neighbor" after that.) Given the choice, I would gladly volunteer to move to the rear and fight the dogs while the other guys fight the men in front.
    Rome Total War, it's not a game, it's a do-it-yourself project.

  6. #6

    Default Re: Dogs

    I tend to use wardogs to cover my flanks and to help hunt down fleeing generalls

  7. #7
    Member Member Thrudvang's Avatar
    Join Date
    Jun 2004
    Location
    Midgard
    Posts
    49

    Default Re: Dogs

    Why is it so bad for dogs to regenerate?

    I'm sure they could raise up dogs within the turn time period.

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