send a mage to search any given province for magical sites once you've captured it. Most
nations specialize in maybe 1 or 2 fields of magic and can thus expect to have a
reasonable gem income in only those two unless aided by 2+ levels of random magic or by
pretender. Pangaea sucks in this respect as they get no random mages. You should thus
choose your pretender magic paths that complement the existing ones. I'd say that you need
someone with decent skill in earth (3 is enough) with Air, Astral and Fire coming right
behind. You should not have astral magic with your pretender unless you're ready to go all
the way to 9 due to magic duel. Acashic record is an excellent spell because of the fact
that it reveals all the magic sites in the given province no matter how rare or what path
they belong to. Nations with strong astral income might consider using it in midgame.
Magic sites have certain level requirements for finding them. Level 1 mage can expect to
find only the most basic sites (Mineral Cave and Earth Blood Seepage being good examples
from Earth Magic) while level 3 mage can be expected to find nearly all. Four levels of
power is needed to find the rarest of sites. Blood slaves also require a little work to
obtain but the process has been explained earlier at the Blood magic chapter so I won't
describe it again here.
6.5.1.5.1.4: Supplies
Supplies are needed to feed your troops and thus play a part (not as big as it should,
though) in warfare. Your average troop eats 1 supply point (with the exception of Jotunheim
giants who eat triple amount of supplies). The amount of supplies is dependent on province
population, fort admin and Growth scale. Big provinces can have supply ratings way over 500
while the typical Ermorian province has a rating of maybe 5 at best. Forts provide armies
with extra supplies equal of 4x admin for the same province, 2x admin 1 province away etc.
Use food items, fortifications and Nature mages to prevent your troops from starving as it
reduces their morale and can get then diseased. Supply issues will be discussed more
thoroughly in the following chapters.
6.5.1.5.2: Combat
Attacking with Pangaea is always a very risky prospect. Your basic heavy infantry and heavy
cavalry are good, but they're not a match for the best enemy stuff (Pythium Emerald
Guard, Man Wardens, Ulm Infantry, Knights of any type) one on one. You should have a slight
advantage in numbers against these troops, but it never hurts to get some extra advantage
when going into combat. We'll now go through some prospects that must be taken into account
before engaging in combat with an enemy.
6.5.1.5.2.1: Mobility, Morale & Magic Support
This might sound like a cliché, but this rule of three Ms is good to remember. Pangaea's
strength lies in these. Every single Pangaean unit has high AP even when armored. This allows
you to flank your enemy effectively and run down routing enemy troops. Your troops have only
average morale with the exception of War Minotaurs and Maenads so you're the side likely to
rout unless helped. All your mages automatically know the spell 'Panic' allowing you to rout
your opponent faster. Your troops aren't very well protected so you should avoid prolonged
battles and instead try to pick smaller conflicts where you have both the advantage of
numbers and quality. In large battles the usually superior magical of your opponent might
will start to show and you're likely to be in the receiving end of it. Your Panii have no
offensive spells (bar the nearly useless Flying Shard) so they have to affect the battle
in other ways. Spells like Relief and Mass Regeneration prolong the life span of your troops
considerably. After all, fatigue can, and will, kill even the hardiest War Minotaur. The
global enchantment 'Gift of Health' is also crucial as it provides your troops with increased
hit points and again increasing their survivability. The enchantment works only inside your
dominion but is still great to have even if it stays around only for a while.
Your battle plans should vary according to the troops you're using (and the troops you're
facing), but here's one generally working idea. Put some fodder troops with good morale in
the middle (Maenads, Crossbreed stuff, Seasonal Spirits, Lamias) and put your more expensive
troops like War minotaurs slightly behind in the flanks on 'Attack Commanders'-orders. Have
your commanders spread out in the back (to prevent a single spell from killing them all) and
have a strong bodyguard of Satyr Hoplites with your mages at all times (Dryads are expendable
and Minotaur Lords are surrounded by their kind). Put your Harpies on 'Hold and Attack Enemy
Magic Users'-orders and hide them in the back corner. Your missile troops should be aiming at
enemy missile troops or commanders and should be situated slightly behind your middle screen
or in the flanks. The flanking strategy won't always work since the enemy usually also tries
to flank you. War Minotaurs can walk through a size 2 flanking force though. The flanking
force should generally be very fast and have enough armor to withstand fire from archers on
'Fire at Closest'-orders. Also beware of having your flanking force mulched by the retreating
enemy. Also, when you're certainly about to face some archery, put a squad of few heavily
armored troops in front of your army to take the first salvo of enemy fire (this squad should
be totally expendable). In case of crossbows this can save the life of countless troops as
your troops will already be in melee by the time they're ready to fire again (thus causing
some friendly casualties too).
Pangaea isn't relying on mages to do any damage but they're very important nevertheless.
I rarely use more than 1-2 Pans in my armies (they're durable so I rarely lose any). I often
got the big blood summons but they usually cast the appropriate ward and lay the rest of the
battle unconscious. Your Pans should be casting spells like Howl, Relief and Wild Growth
(if available) to support your own troops and hamper your enemy so that your troops can do
their job. Good starting spells for Pans are probably Strength of Gaia (nature magic bonus,
strength bonus, protection 10, regen) and Ironskin (prot 20, bye bye missile fire). I also
employ quite a hefty amount of Dryads. They're usually situated right behind the middle screen
so that they can cast Tangle Vines at the enemy. Barkskin is a good starter spell for them
before you research Mass Protection. Prot 10 isn't much but every bit counts. Their Awe
aura also does a nice job keeping them alive when your opponent got a -5 morale penalty.
6.5.1.5.2.2: Dominion & Supply
Armies don't fight (well) with empty stomachs. All your troops suffer a -4 penalty to morale
when starving. Fighting in a negative dominion also affects your troops' morale. The penalty
is only -1 in this case, but the net amount is +-2 as you would get a +1 bonus when fighting
on your own dominion. As you can probably guess, this will often mean the difference between
victory and defeat. Causing your enemies' troops to fight with empty stomachs and on your
domain gives you a net advantage of 6 in morale. Needless to say, your opponent will most
likely flee before you in these conditions. You should naturally ensure, that you will not
be the one suffering the morale penalty.
First you should understand how the supply system works. Your troops can be supplied in five
different ways. Defending troops are generally easier to supply due to reasons discussed
later. Forts provide lots of supply points and can even supply armies several provinces away.
There must be a chain leading from the fort to the army. The amount of supplies sent decreases
with distance, though. The province your troops happen to be in also provides a variable amount
of supplies, generally ranging from 50 to 200. The more people in the province, the more
supplies it produces. Provinces on Ermorian domain are usually almost dead thus causing trouble
for advancing armies. Large armies can't generally be supplied by forts and provinces alone.
This is where supply items come into aid. Nature mages can create supply items (Enormous
Cauldron of Broth, Summer Sword and Endless Bag of Wine) which provide 25-50 supply points.
By having couple of these items with your armies (preferably with stealthy troops so that you
won't lose the items when some commanders die), you can travel even the barren lands of Ermor
with little worry. You should also remember, that each level of nature magic provides 5 supply
points. Some magical troops are excellent in this respect as they don't consume any supplies.
Fighting in your dominion is a huge advantage - your troops are harder to rout and you can
project some effects of your dominion against your opponent (like fighting Caelum or C'tis in
a temperate province). You usually have to fight in hostile domain when attacking so your
opponent has a certain advantage there. You should try to weaken your enemy's domain with
stealthy priests, prophet and pretender before attacking. Also, if you've managed to trap all
your enemies inside forts, you can try to finish them all off at once by reducing the hostile
dominion to zero through building temples of your own and preaching actively. You can save
yourself from many costly fortress battles this way. This strategy is hard to pull off, but
can save you plenty of troops if successful.
6.5.1.5.2.3: Guerilla Warfare
Pangaea is the only army with stealthy troops beside Man and Vanheim. You don't have anything
matching Wardens or Vans, but you can bring in stealthy troops in numbers unlike them. You
get stealthy Satyrs in the beginning, but as you can notice, aren't good for much. Your
stealth armies should instead consist of Centaur Archers. They've got lots of hp, good morale,
longbows and are better melee fighters than your Satyrs. Harpies are also excellent stealth
troops. They are good at taking out enemy commanders and mages. If you got an access to blood
magic you should use Fiends of Darkness instead of Harpies as they are more durable and more
than a match for most commanders.
Ten Centaur Archers with a Dryad can usually defeat a province defence of 10. Generally, as a
rule of thumb, you should include one Centaur Archer for every point of defence you think you're
going to encounter. When enemy militia has tough commanders (like Abysia), aim for the troops.
When the actual troops are tough but the commander soft (Ulm), target the commanders.
Try to have about enough troops for the job (squads of 10 Centaurs with a Dryad have been found
as decent) - the chance of detection increases dramatically if you include too many troops.
Besides, if you happen to flee deep in enemy territory, your troops are gone anyway so better
make sure you can afford the loss. If you're not sure whether you can take the province with your
centaurs you can always cast a Call of the Wild or two to help them. Different nations have got
different kinds of militia. Jotun generally has the hardest of the bunch, but it can be defeated
with concentrated fire. Some nations also employ unarmored commanders with their militia which
makes your centaurs' job quite easy. You should always sneak for one turn after the attack to
increase the life span of your guerilla forces because the enemy will often try to take out your
troops by moving his troops into adjacent provinces and patrolling them heavily. The best way to
stay alive is to stay sneaky in the current province as there's no defence to detect you and your
enemy can only start patrolling the province the following turn (he will sure as hell capture back
the province as soon as possible). If he for some reason can't bring in troops to capture the
province right away you should pillage the province for extra cash and set the taxes to 200% to
make the province useless to your opponent for a while. Another nasty trick is to bring a solid
regiment of mercenaries into your captured province (heavy infantry or knights are perfect for
protecting your archers) which might cause some pain for your opponent.
Taking provinces isn't the only thing you should use your stealthy troops for. They should
generally deny your enemy escape routes, preach in enemy dominion and assassinate important enemy
commanders. Battles are rarely so decisive that the whole losing army is destroyed. The losers
just retreat into an adjacent friendly province and are ready to clash with the winning army in
a couple of turns. On the other hand, if there's no friendly province to retreat into, the whole
army is destroyed. Your stealthy troops can cause your opponent unimaginable losses by cutting
off the only retreat path of a huge enemy army. You should also make sure that advancing enemy
armies have no supply routes to their castles. This might cause some starving and every bit
counts. Fiends led by Heliophagii/Pandemoniacs are good at cutting down enemy paths of retreat and
supply as they're powerful, flying and stealthy. Harpies and Fiends, when used correctly, can be
extremely effective. You can really ruin your opponent's research by making a surgical strike to
an important sage province (50 harpies in groups of 10 set to attack magic users should get you at l
east five of the bastards before your troops are forced to retreat). This is generally a suicide
mission so it should be entrusted to your lowly harpies.
6.5.1.5.2.4: Commanders
Your armies live and die by their commanders. Troops are unable to move without commanders and
will automatically rout unless there's a commander present on the battlefield. Your enemy is
equally dependent on commanders as you are. It would thus make sense to get rid of his and
protect yours. Commanders aren't generally any more durable than basic troops. It also isn't
very cost effective to protect all your commanders with magic items. The only way to have any
commanders left in the end is to have bucketloads of them in first place. Most nations have
commanders that mimic the equipment of the troops they lead. Pangaea isn't an exception here.
Thus, when going to cheap and well-armored commanders you can choose between the Centaur
Commander and Minotaur Lord. I'd personally go with Minotaur Lord every time.
Your armies should have many Minotaur Lords as they're generally hard to get rid of as they
got high hp, nice protection and are surrounded by probably the most powerful of heavy
infantry at all times. I've had all my mages/priests killed off but still won the battle due
to single Minotaur Lord surviving in the middle of his squad.
Your commanders must live through the battles if you intend to win any. Missile fire and fliers
(and Mammoths, don't even ask) will make short work of most commanders unless you do something
about it. Your Panii are relatively safe from missile fire with their high hp, prot of 20 (Iron
Skin) and regeneration (Strength of Gaia) but your other commanders bar the Firbolg will suffer
badly from missile fire. If faced with heavy missile fire, you will lose scores of Dryads.
If you can bear the losses, then fine. If not, you should take care of the missile troops. Harpies
are good for distracting enemy missile troops (they lack the staying power, though) for couple of
turns. Your own missile troops are too expensive for removing the threat altogether so the only sure
choice is using the Staff of Storms. This will stop missile fire altogether and prevent most units
from flying altogether. Sadly, this means you can't employ your own missile troops or Harpies when
the Staff is present. You should always consider whether this tradeoff is worth it or not. This is
where the Ethereal Crossbow really shines through. It can fire normally during storms (heck, it
can even fire underwater) and only costs 5 astral gems. Couple of White Centaurs with these can
get quite a many enemy commanders during a battle - and no amount of armor is going to save them.
Add in an Eye of Aiming for double the fun (precision 20+ White Centaurs can be nasty!).
Fliers are an entirely another ballgame though. They range from the humble Black Hawks and Harpies
to the massive Iron Dragons. The former can be handled by even light infantry (or even by Satyrs
for god sakes) while dealing with the latter requires unbelievably heavy artillery to be even
worth trying. There are no foolproof ways of dealing with fliers (Storm Guard and Storm Daemons can fly during a storm) but your best bet would be surrounding your Panii with Satyr Hoplites and/or Maenads. The Maenads won't run, can deal with most fliers and will force Iron Dragons to land far away from your commanders (yup, they can't land on troops) which will get them Tangle Vined and eventually munched by spells like Petrification (or hordes of frenzied Maenads, it has happened).
Your Harpies can't kill well protected enemy commanders (even a couple of bodyguards will prevent
your Harpies from swarming their target) but you should be able to get some results by dividing your Harpies into smaller groups and telling them to attack enemy magic users. This will most likely result in some enemy priests and smaller mages getting killed but even if a group of ten harpies (at 70gp) gets only one low-level mage, they've more than paid for themselves. If you have access to earth magic, you'll also get your sticky hands on the dreaded Iron Dragons. They're pretty simple to use - point them at enemy commanders and fire away. No bodyguard (unless entirely composed of seasonal spirits and such) can prevent your Iron Dragons from reaching their destination.
6.5.1.5.2.5: Attacking
As mentioned before, your troops aren't quite a match for the stuff your enemies have to offer
(maybe with the exception of C'tis which seems to have gotten the shaft and doesn't have very good basic troops). This means that you must use tactics and surprise to your advantage - seize the initiative and keep it. Defending is generally harder than attacking (because you can't commit your whole force to one place at a time like the attacker) so you generally want to be the one attacking. Knowledge is power, guard it well (or at least so they say). Hunt down enemy scouts to prevent them from observing your armies' movement and have your own scouts patrol the enemy territory at all times. You should never attack unless you're aware of any enemy armies around.
You should immediately commit your full force to the attack one you've decided to go that route.
Cut off enemy armies' supply and retreat paths with your stealthy troops. You should also delay
enemy reinforcements by capturing provinces next to them with your stealthy troops (as it means
they can't move the usually two provinces in friendly territory and have to attack your province
instead, costing them time). Assassinating important enemy commanders is also an excellent way
of slowing down enemy movement. Never leave an assassin in the same place for more than one turn,
though or the patrols will get them.
The very first turns should tell you whether you can push your attack all the way. Even if you
think you can't reach the set objectives with the troops you have at your disposal you shouldn't
retreat under any circumstances. This would only give your enemy the initiative and result in
your rapid downfall. Your armies should always keep moving to keep the enemy guessing.
Instead of attacking against hopeless odds you should divide your army and attack where your
enemy hasn't prepared any mentionable defence. It's true that you'll be attacking provinces of
questionable value, but it will still keep your opponent on the defence as he'll have to second
guess your movement which buys you enough time to send in reinforcements required to finish the
job. Faery Trod can be used in this job but it's a hard spell to use offensively.
You should avoid decisive battles unless the odds are heavily in your favor. Observe what the
defending army does. If he divides his force to defend a wider front, keep your force together
and punch through his line. If he keeps his army together and it's equal or superior to yours,
split your forces and try to cause as much damage to his economy as possible. This should
cause him to split his force. If he does this, combine your forces immediately and cause him
more casualties. These tactics should eventually wear him out and result in your victory. While
your troops might be expendable, your commanders often aren't. It might be wise to stealth some
of your more valuable commanders away if you're facing hopeless odds. Remember to leave at least
one expendable commander and try to cause as much damage as possible.
Taking fortresses is probably the hardest part of attacking. By sieging a fortress you're
leaving yourself open for a counterattack. Your enemy knows exactly where your troops are and
can act accordingly. You shouldn't commit yourself fully to the siege, though. It's always
better to save your troops even if it means your enemy can combine the relief force with the
castle garrison. You should never attack a fortress with less than 2:1 odds unless you're
absolutely sure you've got a solid advantage in quality over your opponent (like War Minotaurs
against quickly raised militia who can't really defend a fort with any credibility).
Call of the Wild should be mentioned here as it is a very powerful strategic weapon when
attacking. With enough nature gems you can siege nearly every single enemy castle and capture
provinces from his rear just as you're attacking. This will certainly give you the advantage
as he can't ignore the wolves nor can he deal lightly with your main army. It is important
to use the spell in great numbers, though, as single castings are rarely more than a minor
nuisance and certainly isn't enough to defeat a province defence of medium (10+) size.
6.5.1.5.2.6: Defending
Attacking is hard but defending is even harder. If you let your enemy attack you unprepared,
the only thing you can do is to try to second guess his movement and watch the events unfold.
Offense is your best defence, but if forced to defend there are some things that should be
remembered.
Defend in depth. Some nations like Caelum have incredible reach (even though their ground
troops still have the most punch) and can catch you your pants down if you don't watch it.
Keep at least 10 points of defence in each province (yes, Pangaean militia sucks, but 10
points is generally enough to fend off weak attacks) to ward off some attempts. Never keep an
army on your border since its position will be clear to your opponent and will aggravate him
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