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Magic hammer and anvil
Magic hammer and anvil









  1. MAGIC HAMMER AND ANVIL MOD
  2. MAGIC HAMMER AND ANVIL FULL
  3. MAGIC HAMMER AND ANVIL MODS
  4. MAGIC HAMMER AND ANVIL SERIES

Playing online really improved my ability to use troops other than melee infantry and cavalry effectively and executed non-hammer-and-anvil tactics.

MAGIC HAMMER AND ANVIL SERIES

But then I got back into the series first by playing Rome 1 MP and then getting Shogun 2 (and playing that MP). I'd say I underwent something similar I loved Rome 1 but I actually skipped Medieval 2 because I didn't think it would be different enough. And you if you lose or suffer huge casualties, it's fine, because you're not ruining your campaign. You'll practice using those different things. You'll be forced to try different things. If you start playing against humans, suddenly you'll be playing opponents not so susceptible to hammer and anvil. So your problem isn't so much that there aren't alternative tactics so much as you have no incentive to practice and learn them. You naturally don't want to practice different tactics during a campaign because playing battles poorly has a strong negative influence on your campaign. There's no need to get good at that if you play only SP because hammer and anvil is easy and the AI behavior is very susceptible to it. There are other tactics that can be used, but you probably just aren't good at planning or executing them. I think multiplayer is your answer, though. Hit squad - build a group of elite flyers and flying heroes, and divebomb their lord before the fight even begins, then pull back before the lines meetįor me these kind of tactics are why Warhammer is the best Total War so far, and why Thrones just didn't hold up.Artillery bait - hide cavalry in a nearby forest with your artillery out in the open and your main infantry line a way in front, then counter-charge their cavalry when they take the bait.Debuff central - stack as many debuff items as you can into your army's heroes, add some debuff magic, and roll over their main line using elite infantry.

MAGIC HAMMER AND ANVIL FULL

  • Twenty Good Men - full army of heroes, obviously takes a lot of cities to get.
  • Hammer & Hammer - full army of Bretonnian knights, hit them from both sides at once.
  • Monster mash - your faction's best monsters, backed up by your factions less good monsters, all supported with healing magic.
  • Enveloping swarm (ok, kind of hammer and anvil this) but vanguard or stalk (or both) your units to fold around them, and then just 'crush' in on them all at once.
  • (Include one siege unit, because otherwise you have to wait at every wall) Spam them with arrows, stall them with the spears.
  • Moar archers - High elves, a stack of half and half lothern sea guard, and sisters of averlorn.
  • Kiting hell - lots of skirmishers, run around the field in confusion.
  • Your units will get singed, but theirs will take a beating. So lore of fire, or just dwarfs with flamethrowers and flamecannons.
  • Nuke the melee - take units with decent armour/resists, bundle them into melee, and then drop big AOE with low AP.
  • (It mostly works too, especially if you've a net of amyntok caster)
  • Grand battery - just lots of guns, and hope they're dead before they close to melee.
  • IMO Warhammer does the best for non-standard tactics and doctrines.

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    Magic hammer and anvil