Shadow Empire | Minos Tribe | Ep. 070 - Demons Melt Away

Ойындар

Shadow Empire is my favourite strategy game, a masterpiece 4X/Wargame hybrid from VR Designs, published by Matrix. In this new series, I ramp the difficulty up to Hard and play on what I expect to be a fairly difficult planet in the hopes of testing the AI out properly.
You can find the game at www.matrixgames.com.
explorminate.co

Пікірлер: 26

  • @LeoPanther
    @LeoPantherАй бұрын

    "We have a lot of Fate points" Proceeds to not even look at the fate stratagems. The plan into Goldstone seems sensible enough. If you can secure the desert plain corridor while keeping them pinned near the mountains of Guegon that should work as long your logistics keeps up pace with the advance. Perhaps a total victory is in the cards after all.

  • @battlemode

    @battlemode

    Ай бұрын

    I spend my FP in a later episode I think. These episodes were recorded last week. As for Goldstone, logistics is indeed the problem.

  • @AT_Lena
    @AT_LenaАй бұрын

    🙂 nice one

  • @Trifler500
    @Trifler500Ай бұрын

    24:12 - You have to use the Chariot to get it Field Testing though... - Once your Soil Demetalization is up, you should make a new design with 25mm Polymer Armor and a Light engine. That and 50mm Polymer with a Medium engine are favorites of mine. I went and checked for you, and it's 4 rares per ten 25mm APCs or 8 rares per ten 50mm APCc. Could also be a good first design using lasers. I didn't check the cost with lasers. APCs are a good first unit to put lasers on. Even though it's a lot per unit, they're in small numbers, so not a huge drain on the power grid like infantry. IMO this is a much more valuable use of rares to start with than tanks, which use a ton of rares. That and aircraft.

  • @battlemode

    @battlemode

    Ай бұрын

    I'll have a look, thanks!

  • @Trifler500
    @Trifler500Ай бұрын

    37:31 - You could benefit a lot by updating most of your units. Everything that doesn't have Compact Ammo, for example. Some of them have high Field Testing and would improve considerably from that. Then there's the linear tech improvements you've researched along the way. Rifle and MG infantry, Buggy, RPG... Artillery should be ok. I would hold off on the tanks until you have Fuel Efficiency.

  • @Trifler500

    @Trifler500

    Ай бұрын

    Also it looks like you have some motorcycles you never upgraded to the Angel III, which have the much better recon.

  • @Trifler500
    @Trifler500Ай бұрын

    35:54 - I don't think Helicopters will be much use to you at this point. They can't use Turboprop. They're restricted to regular Propellers. They do require 1 machine up to Heavy Rotors, then Very Heavy requires 2, and Super Heavy requires 3. I mean... if you're paying machines, then you might as well build something with Jet Engines. An Ultralight Jet Engine can do more than a Super Heavy Propeller/Rotor. :)

  • @battlemode

    @battlemode

    Ай бұрын

    Helicopters don't need airfields, so they are always useful for recon and close support

  • @Trifler500

    @Trifler500

    Ай бұрын

    @@battlemode Neither do Thopters, which are a million times better than Helicopters. You only need to research Jet Engines and Thopters to get them.

  • @0MVR_0
    @0MVR_0Ай бұрын

    The 25mm mortar team will only score kills against extremely light infantry most of their job is to disrupt which is an auxiliary detail on reports. The result is however powerful, given the main infantry stops an overrun and recon is good.

  • @battlemode

    @battlemode

    Ай бұрын

    Yeah I just like it for hitting the enemy in the first three rounds of combat

  • @0MVR_0

    @0MVR_0

    Ай бұрын

    @@battlemode Yup, receiving early hits before retaliation makes units susceptible to moral loss during third round contact. This allows mortar siege infantry to punch above soft weight class, as a unit that gets hit has considerable combat debuff.

  • @Trifler500

    @Trifler500

    Ай бұрын

    @@0MVR_0 Sounds like you have experience using them. Have you evaluated how they compare to using motorized Siege Infantry with some larger pieces? If I understand the manual correctly, 25mm artillery is only going to do 10% of their listed damage against most targets. 90% is the maximum armor can block in this game.

  • @0MVR_0

    @0MVR_0

    Ай бұрын

    @@Trifler500 yes, which means the job of a mortar team is to put armor out of action instead of struck with a kill. This could be explained as a stray mortar putting a pothole in the road, causing wheels to get stuck. one should refrain from using large caliber artillery, true siege pieces, at an active front, but instead a static urban approach, mountain assault, or major river crossing. During bombardment, a constant logistical supply will be necessary to eventually flatten the city or inflict sufficient morale penalty. Many players consider artillery useless for this reason, since direct ingenuity is preferable to indirect quantitative probability. That said, mortars can also serve the same job for a mobile squadron. So my own approach is to equip a 'hammer and anvil'. The anvil battalion will posture defensively with mortars and machine guns prepared to receive an enemy. While the hammer battalion, equipped with bikes and a few tanks, will reconnoiter adjacent hexes before finding gaps to exploit on infiltration.

  • @Trifler500

    @Trifler500

    Ай бұрын

    @@0MVR_0 I agree with you about cities, but I like using larger independent mobile artillery to hit enemy units before attacking them with my other units. It's very effective.

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