------------------------------------------------------------------- FANTASY GENERAL- LADDERMASTER'S STRATEGY COLUMN ------------------------------------------------------------------- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ INTERMEDIATE STRATEGY: CONQUERING THE AUTOBUILD PBM SCENARIO ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ At one point or another, most of us have run into that one opponent who harmlessly sends the following setup: 'computer autobuilds units for both sides'. To beginners, this might seem strange or confusing, or perhaps it might seem like it requires no thought and just pure luck. But to most of the veterans, this setup gives us a slightly uneasy feeling, especially when the opponent is someone we normally beat. Because autobuild is the great equalizer, in that you have no choice over units at all, the outcome seems to be based on luck, and the lower skill player who suggest the setup has nothing to lose. A lower skill player might reason, 'well, if I play this guy enough times on autobuild, I will get lucky and win once or twice'. Not so fast! Through a number of autobuild games, I have found that you indeed have control of your own destiny, and if you play an unexperienced autobuild player you can expect to win every time. So, I'd like to share my autobuild formula for success with the rest of you(I have not lost an autobuild game yet). If you follow a few simple concepts, you will always have the advantage. 1) The first key point is that the winner of the air war will win the autobuild game. No exceptions. You might ask why this is true in autobuild and not necessarily true in standard games. Well, the reason is that in standard games you have units with full exp that can withstand air attack and bomberdier attack. In autobuild games units have no experience or 1 shield at most. What this means is that sky hunters and especially bomberdiers can do good damage against any enemy unit, even enemy heavy infantry. If you also have the character spells for Aelcar or Krell, you should be able to kill any enemy unit from above. Since ground targets are irrelevant in an autobuild game, the result of the ground war is irrelevant if you have control of the skies. If you win the air war, all you have to do is use your spell, sky hunters, and bomberdiers to kill the enemy ground units one by one. Usually an opponent will see such as game as hopeless and surrender. Once you get control of the air war, you should purchase nothing but bomberdiers(the strongest you can) with your remaining money. The more bomberdiers you have, the quicker you will be able to wipe out the enemy ground units. But remember, the air war in not won until the opponent cannot purchase any more air units, and you have wiped out the ground archer and seige defenses. So, how do you win the air war, you might ask... that brings me to the second key to the game: 2) Always choose Aelcar as your warlord, and DO NOT take the beastmaster or mechmaster advantage. Why Aelcar? Well, you want the character spells because being able to cast whirlwind once per turn will make the air war much easier. Why not Krell? To answer this let's observe what the AI does when it autobuilds units- it usually goes for maximum variety. In fact, the more units it can buy, the more variety you will get. This is not necessarily bad, unless the units it buys are ones you don't want. In the air war, you want as many magical units as possible, because without fear of amulets, they are the strongest air units in the game. If you choose Krell, what sort of units are available to the AI to choose from? You have the magic air units, and the neutral mortals, which do not have a magical attack. So all things being equal, you will have 50% magical, 50% weak mortals(depending on how lucky you are). Now, if you take Aelcar, what air units are available? You have your magic air units, the neutral mortals(non-magical attack), and the evil mortals(magical attack). Now you have a 66% chance of getting a sky hunter with a magic attack when the AI picks a sky hunter. See the difference? While you are not guaranteeing yourself to get better air units, you are improving your odds. Plus the AI generally tends to buy less of the non-dominant air units for you(for evil characters, the dominant air units seem to be the evil mortals, for good characters it is the neutral mortals which you don't want). Why should you not choose the beastmaster or mechmaster advantage? For the same reason as you should choose Aelcar... the mechs and beasts do not have a magical attack so you don't want those sky hunters. If you have those advantages, chances are you will dilute the good pool of sky hunters more and have less chance to get the magic ones. Plus, the less choices you give the AI, the more chance that more of them will end up as sky hunters; it seems that the more ground units the AI has to choose from, the more of them you will get. So keep it simple by giving the AI few choices in terms of the units it can buy. Well, I still haven't really told you how to win the air war. Choosing Aelcar is only part of it. The next key to the game is below: 3) Once you start, go for the kill in the air war right away. The first thing you need to do is scout the enemy air force. If you don't have an eagle eye unit, buy a cheap light cav and investigate. One of two things will have happened with the setup: your opponent will have a better or equal air force, OR your opponent will have an inferior air force. If you have the air war advantage, things are simple. Gather all your air units and just send them at the enemy air force, using any bomberdiers you have(or the weaker sky hunters) as shields. Play strategically, of course, but don't hesitate in going for the enemy air force, and don't wait for ground support as you normally would. If your air force is better, you should be able to kill the enemy air force within a few turns. Remember to use that whirlwind spell on the strongest enemy sky hunter each turn. The reason to go for the enemy air force right away is that the enemy player can buy reinforcements to bolster his air strength and equal your air force. If you kill his air units before he can do that, you will always have the numerical advantage. Remember, air units that are bought at a town must sit still one turn. If you control the air, then you can just camp out at the enemy town and attack the sky hunters the opponent buys before they can attack you. The one with the first attack will always have the advantage. And attacking one or two at a time is much easier than attacking a whole air force, screened by bomberdiers. If the only recourse of the enemy is to buy air units because he has no air force left, you will win. So what if the air war is equal or the opponent has more sky hunters? Then you do the opposite, stay back and buy more sky hunters. 'But all my units slots are filled', you say. No problem, just use that 'disband unit' button to disband the useless units(yes, I'm talking about those lv 0 seiges that could barely give a goblin a flesh wound). Many players are afraid to disband units or don't think about it, but you should do it without thinking twice if you are disbanding a useless unit in order to win the air war. Disband as many units as you need to get the numerical superiority. When buying air units, flying monkeys and wing riders are good choices when you are running out of money because they can do damage against most enemy sky hunters and are cheap. If you need stronger units, try harpies or shadow wings. Quantity is more important than quality here. Don't waste all your money on strong units; choose a mix of strong and weak sky hunters, and use the weaker ones as shields or to gang up on strong enemy units. Remember that your whirlwind spell can bring any enemy air unit to its knees, and if you then surround it with flying monkeys or wing riders, it will likely go down, even though those units are weak. Of course, these strategies counter each other, and a smart opponent will see your air force and counter correctly. In that case, I would just advise that you use strandard air force strategy as you would in normal pbm play, remembering that winning the air war is the only goal. I did not say it would be easy, all I said is that you can control your own destiny without worrying too much about luck. If it comes down to air force tactics, the better player will win. That leaves only one unanswered question: What do you do with the ground units? 4) Keep the ground units out of the way, and keep them alive as long as possible. Your only purpose in the ground war is to hold your ground until the air units can do their job. If you have better ground units than the enemy and there are archers and seiges to help support your air force, you can try to use the ground units to help win the air war. Otherwise, keep them out of the way of the battle, aside from scouting purposes. And keep them near a town. Your only goal is to keep control of one town so you can purchase reinforcements. The only other important use of the ground forces is as scouts to see where the enemy air units are. You can also use the ground forces as decoys. If the enemy has a much better ground force, the opponent might try to attack your ground forces and win the ground war. If there is a river, block it with your limited ground forces. Even a few decent ground forces should be able to hold a river crossing. Often the opponent will try to cross the river for lack of any better options, and you should be able to weaken his stronger forces if they attack across the river. Watch out for cavalry crossings on the flanks, that is the best way to overcome a river defense. If there is no river, use the mountains or a swamp. As a last resort, use a forest or rough terrain to keep cavalry charges from being effective. If there is nowhere to hide, run around the map and make the opponent chase your ground forces. If enemy sky hunters waste time attacking your ground forces, all the better! Remember, the key is to keep them alive and worry about the air war. Losing all your ground forces will make it harder for your air forces to rest and recoup losses at towns. That covers the main aspects of autobuild play. Yes, there are variations based on how aware of this strategy the opponent is, but if you stick to the basics you should have a fighting chance! Remember, choose Aelcar with no beastmaster or mechmaster, scout the enemy, buy up as many sky hunters as you need to win the air war, and then spend your remaining money on bomberdiers. Keep your ground forces alive by running or defending tough ground such as a river, and then use them to mop up once the heavy bombing starts. NEXT ISSUE: I want to hear from you! What aspects of strategy do you want me to write about? I will continue to pick my own, but if any of you need help on something specific, let me know. Topics covered in previous issues include "Using Spellcasters effectively", "Using junk units effectively", and "Defending against junk unit use". Suggestions, thoughts, and feedback on my strategy articles is always welcome! Regards, BloodLord the Lich FG Laddermaster E-mail: "nvayn@chesco.com" ICQ 8062414