Taking On Sages:
In an age where sages are particularly tough, though mildly nerfed by the science boost to mystics and rogues, we might see the heavy attacker left for dead. This has more to do with a dependence on uniform cores and, IMHO, the shunning of rainbow kingdom strategy builds. Now this could be done with uniform speed, but there then are other challenges the kingdom may face where other attributes would serve better.
The secret to engaging sages is in the kingdom build. Though this is the Virtual Kingdom I copy strategies here and experiment with them in game. You must concentrate unfettered abilities against sages. Speed is the strength of certain tacticians and only leverage in others. Dwarf, and to a greater degree avian, have what amounts to certain unstoppable abilities as tacticians. Dwarves have speed on tap and mystic aura. Avians simply have pure speed. These are in the category of things you can't overcome with science. Mystic aura is an auto-stop spell. Tacticians also get the clear sight spell. While this falls into the measurable it puts you on competitive ground if your acreage isn't forcing you too thin.
Plague by undead, war spoils by war heroes, the kill ratio of orcs, elven and undead durability, and cleric durability are additional areas that aren't in the sage wheelhouse. sure this stuff works everywhere, but I think the world maybe needed clarification on this subject.
We all know the weaknesses in combating sages. We know they present challenges to hybrids and are more difficult to deal with by pure t/ms. If we screw around with equivalent waving we certainly give ground to sage. You can't let their science dictate battle. We all have the chance to build what we want beginning of age. Im in my third build this age and have encountered sages in 2 wars. The last was the true experiment: dwarf tac with very little science vs mid-age sages. I'm here to tell you that the non-science based elements are where you stand your ground. Sages have venues to hurt non-sages, but there are answers.
You may ask, what did I do? Well I did what you ought to do as dwarf tactician. I used quick feet as much as possible on attacks. I hit out of range to stay close to the sages I was combating and this kept me from getting land fat: a dangerous thing to be around sages.
I kept mystic aura and clear sight up as much as possible. You don't want mystic aura knocked down and have the enemy lightning strike your rune cache. You need a rune cache.
I kept my thieves in for intel. I couldn't afford to suffer a poor Thieves Per Acre(TPA) to allow sages to use their thieving science. As a dwarf you must maintain a food supply as well, and defense specialists.
I find activity is always key on a personal basis. You want to recast mystic aura when it gets knocked down, not come back later to find a page full of enemy spells.
This brings me back to theater control. The dwarf tactician is a good candidate for the job of tending(not dominating. This falls to the cleric) to a net worth zone. My job was not to serve up cheap acres to myself but to occupy a dangerous pair of sages among other threats. You don't want them digging their claws into your vulnerable land fat provinces. These are your victory provinces and it's theater controls responsibility to force attention away from them and onto yourself.
Thank you for your viewing.




 
			
			 Originally Posted by Bishop
 Originally Posted by Bishop
					
 
					
					
					
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