Blunt weapons units

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ttl

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Don't know if I'm deviant, but seems like the real money in this game, as well as native, is in selling slaves, at least in the early-mid game. So you need to be able to move fast and deal blunt damage.

In native you have the (hard to get) Slaver Chiefs for just that. The manhunter unit tree seems to have been removed, or replaced with militias here, though. I've been playing for some time (lvl20) and training through the different units. So far only the priest seems to be carrying blunt weapons in any relevant percentages (always?). Occasionally some unit or the other pack one, but it's a really low chance.

So, does anyone with more experience with this great mod have suggestions for which units to use for blunt damage? And are there any mounted blunt weapon units, like the slaver chief? Or even a knight type unit that would pack blunt weapons like 50% of the time or so.
 
jsgx3 said:
If I'm looking for prisoners, I just do the heavy lifting and use a blunt weapon myself.

i think its the smartest idea. when a battle begins, just rush foward or command F2, and you manage to knock out some foes and sell em...
 
Mid game, or when you run into small numbers, you can F1 and knock all of them out, if you get in trouble, F3 and retreat and let your men clean them up.
 
Real money in this mod comes from tournaments... Just try betting one piece of 1000 and see how many 0s follow if you win  :D .
 
Yea, I decided not to bet more than 500 on myself in tournaments, since it's just ridiculous. Running a kingdom on gains from gambling anyone? Just how bottomless pockets the bookies are supposed to be?
 
think tho in most any gambling anything, he not only gets money from you, but from spectators and from other contestants and seing highest bid is 100, that averages to 7000 a round, and mayb at most 9 or 10 rounds thats alot of gain for giving you 3855 from your bets ( if its your first tournament in that town)

not real statistics making it up as i go but makes alot of sense.
 
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