Orr

Indie thoughts

Orr
Jan 5th, 2021
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  1. assume the province has an average amount of indies for that type like pure infantry provs are 30ish to 40ish, wolf tribe is 50ish, barbarians 20ish etc.
  2.  
  3. -barbarians = always lose unless you bring a, arguably, wasteful show of force sending in like 20-24 sacreds
  4.  
  5. -hoplites ekdromo = heavy attrition unless you bring ~12-14 oreos or so. the hoplites have high prot seems to be the issue fighting them so they don't die fast
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  7. -infantry provs with heavy infantry listed first OR listed second when the prov is high number of troops like 60+ = heavy attrition for tiny forces (6 oreos) bringing just a little more like 8 or 10 makes it light attrition as you kill the infantry fast enough
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  9. -wolf tribe (and any province with a ton of archers) = highly variable I've lost none sometimes or wiped most of the oreos others to similar amounts of archer fire also possible auto lose to unlucky arrows on your commander. You have very few targets for the archers so it's relatively likely to few targets, even though 6-8 can clear safer bet is to bring like 12
  10.  
  11. -cavemen = light attrition with 8-10 oreos, spirit sight evens this fight pretty well
  12.  
  13. -troglodytes = heavy attrition to loss, even with spirit sight helping and an excess of oreos. they just hit so hard
  14.  
  15. -blowpipes = significantly less dangerous than arrows but your scouting report might be missing that there are dark vines in the prov and those will fuck you up, heavy attrition even with 12-14 oreos
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  17. -unusually low unit count provinces with archers as the top type might indicate cloud mage, heavy attrition or loss for small parties, 12 seems to take care of them fine
  18.  
  19. -heavy cav is surprisingly low danger, just bring 10+ to have a good line of absorbing the charge expect light attrition. would watch out if it's like 16+ of them though
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  21. -longdead soulless = loss basically every time, throwing numbers at it doesn't seem to help much your oreos just aren't designed to kill big hordes of summon chaff
  22.  
  23. -war elephants = "towering" easy kill your defence is super high so trampling doesn't matter much, care sometimes these provs have really high heavy infantry numbers and those will cause problems
  24.  
  25. -horse tribe = very dangerous, lose semi-consistently to 40 horse tribe even bringing 14+ oreos. Wait for magic to help with this I think
  26.  
  27. -lizards = moderate to high attrition even with 12-14 oreos, high damage units plus curses get slung around.
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