Screen Shots

Ok, these screen shots will be examples of things to do, or things not to do, in certain situations. If you look at the Combat Mechanics thread, you will better be able to understand the reasons for what happens in these reps.

This first rep is a failed defence against a mech hit. Now, the only reason this hit failed is because there were traps and abatis in the wall defences. When it comes to mech, unless you run a city with 40k ballis and 20 - 30k catapults, DO NOT put traps and abatis on your walls, when dealing with an incoming mech hit. Use CD, or Compact Defence, instead. The reason for this is pretty simple; when a mech wave is sent, various infantry and horse based troops are sent. The troops are expendable, and used for one thing. To give the mech units behind them time to reach the battle, and trash everything else. If the battle is set at 5000 paces, via traps, abatis and defensive trebuchets, then the infantry and horses can do their job. They run into the 5k defence, and delay the defender's troops long enough for the ballista and pults to get in range and start killing things off. This results in, as you see below, devastating results for the defender. Always drop to CD, reinforce with a lot of ranged units, primarily arch and ballis, unless you can plant in enough ballis and pults.




This next hit is a highly successful phract smack. Have a look, and see if you can work out the rounds of battle. There aren't many, but it's still intriguing. To quote a member "this hit is a work of art".



Compare the following four mech hits, and spot the differences. Don't pay attention to the heroes too much, although they do play a minor role. Look closely at defending troops/wall defence, and also attacking wave compilation:

Hit #1

Hit #2

Hit #3

Hit #4


Also have a look at a nice, cheap Jaq attack. Works well, as you can see from this rep: