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This might have been asked, but I'm stuck in a runt where I just can't destroy the Spearmen guards my AI Local Lord opponent employs. Battlefronts consist of basically 2 provinces where both of us have guardsmen - his are however infinitely more numerous (in the range of 14-15 units). I can manage some Spear Guardsmen barely with my Scout/Ringleader - but after that the province is usually captured back. Now I've even managed to get my Ringleader get stuck behind enemy lines with all adjacent provinces harboring Spear Guards.

How do I deal effectively with Guardsmen? i can beat them occasionally but the enemy keeps coming back and I cant advance much.
Hmm do you mean the "guardsmen" or the "spearmen" province defenders or are you talking about the units spearman and guardsman? I thought spearmen are pretty weak.

Anyway, did you try buffing up a defensive unit as decoy? As in move a unit with strong defenses into the enemy lines and have them waste their stamina on it. Buff it up with phantom form, magic armor, stoneskin, and then word of life and astral energy. The more the merrier.
You could also try using fatigue or fear on the guardsmen themselves.
I get the impression you're still early in the campaign, no? (I remember these spearmen guards were real painful for me too in the first shards. Now they're cheap xp)
If you have the possibility to build forts, they can "cement" your new acquisitions : If you station one man in garrison, the enemy army will be forced to siege them to conquer the province, which allows you to send your ringleader to slaughter them before they can take back the province.

Also possible : If the enemy capital is in sight, you can try to make a beeline to them with the strongest army you can assemble (don't forget mercs, they can nicely fill-up those 2nd and 3rd rank slots), then siege the crap out of them. Once the capital falls, it's over.

Those tactics work nicely in combo if you have the ressource to pull it off : Punch through their lines, and build forts to cement your way back.
This situation very good for leveling up your heroes and troops. Kill guards, retreat. Kill guards, retreat. Eventually you will outgrow them and will steamroll them.

Also, including your units/magic schools will be helpful for more detailed tips
Thanks for your answers :)

Yeah, a couple of clarifications, I'm still new to this game (only maybe 6-8 hrs in, I'm on my 2nd shard) :D and I'm talking about the Spearmen here. The problem I'm facing is there are Spearmen in EVERY province my Local Lord opponent has and I actually remembered one turn too late to build a garrison into an important bottleneck (situated between a mountain and sea) and now my Ringleader is stuck, in the middle of enemy provinces :D (I guess I could just kill him and resurrect him at my garrison though)

I have no idea about powerful builds yet, so I've been experimenting (going for some kind of a necromancer/evil/anti-ranged theme). In this shard I am using Slingers, Bowmen, Spearmen and Shamans. I have magic schools of Necromancy, Demonology(or Summoning?), Sorcery and Wizardry. I try to make the best use of spells like fatigue and burn ammo, maybe some sabotage, then if possible and situation looks like it requires undead I'll raise some dead and try to run for their archers and whatever comes up(skellies for my Scout, zombies for Warrior) and maybe cast some Astral Energy just to get that extra turn (possibly even extra attack on enemy unit
Basically, power builds include
barbarians/ swordsmen based on preferred karma
Healer (practically is a must for every army. gives regen on global map, on battle map. too good to not use)
Slinger (utility guard, cheap meat for undeads and fort placeholder)
Shamen for tribe guard or crossbowman for swordsman/crossb guard - ranged meat, which can deal damage even with 0 level.

In your situation you must find something worthy - dryads and fairies for good karma, harpies for evil.
Or try to get berserk to 30th level
As a side point, if you get enough income in a game, I find that building outposts and manning them with a single unit is a great way to slow an enemy's advance for long enough to kill them before they take too many of your provinces. Handy if you've focussed on only one or two heroes, who can beat an enemy zerg hero rush, but only be in one place at a time.
Alright, I think I'll try going the Berserker 30lvl route for now... However if I am hopelessly stuck am I forced to redo the campaign? The guards are in nearly every province that my opponent has and they tend to be so large that they simply overwhelm my armies (even if the heroes manage to beat 3/4 them alone while not going quite as low as 1HP)

Also as slightly offtopic, how MUCH do powerbuilds matter? Of course different builds tend to be a bit stronger than other builds. I find that games that allow for different kinds of playstyles are infinitely more fun (I tihnk I'll ask my brother or someone to hotseat this with me, then we'll just try out what different kinds of strategies are available by beating the heck out of each other, or a bot :P )
If you play on beginner, like me, powerbuid doesn't really matter (I very often play with the spearmen, who are often considered a weak unit, because I like their low price and high mobility, or with unusual mix of hero-class, and I almost always win)
If you play on competent or better, I get the impression that you're forced to optimize your play
(It's one of the reasons I don't leave beginner level : I find powergaming and optimization boring. I like to experiment)
Alrighty, I decided to just abandon the shard and attack somewhere else. It was not reasonable to grind at him any longer, since I would have lost in the end I think. My warrior was not seriously up to the task and it would have taken him some time to gain enough levels. I could beat his Heroes quite easily with both of my Ringleader and Warrior (a couple of undermanned fights gave me trust on that) but if I went on the offense I would've barely won and then forced to retreat again.

So I'm doing another shard maybe going for Warrior/Wizard this time. Maybe commander if the situation seems like it, since I'd really like to build that swarm army.

Are there any rituals or "underhanded" tactics for weakening provinces? Other than the Scout's sabotage. I think some tricks would help if I ever encounter a situation again where I'm hopelessly outnumbered (False alarm was useful against ranged armies for example)
Well, guards do appear to take some time to recover from damage. As has been said before, if you take a province you can probably hold it with outposts, too, and might have been able to slowly advance.
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Zuker12: Are there any rituals or "underhanded" tactics for weakening provinces? Other than the Scout's sabotage. I think some tricks would help if I ever encounter a situation again where I'm hopelessly outnumbered (False alarm was useful against ranged armies for example)
There's quite a few rituals that may be useful; blizzard, mass insanity, rain of brimstone (or something like that). Various rituals can prevent enemy movement, damage units, cause unhappiness, and even provoke revolt. You can get a few single use rituals from random treasure.

Make sure you know that some rituals can only be activated by clicking on ritual under the province menu, and some only on the same button under the hero menu. The same button can lead to different options, it took me a while to realize that.
I'm still getting my butt handed to me by province guards... and after I barely manage to defeat 1 province my opponent comes back at me with his own armies. I have enough economy to build 1 outpost every 2 turns, but I still can't advance due to the fact that my opponent has different guards in all of his provinces (and he beats mine). I am either doing something totally wrong or my heroes are underleveled or wrongly built (I can't seem to get them leveled up fast enough for them to matter)

This time it's the Thieves guard. My warrior *could* solo them in melee, but these guards in addition to overwhelming numbers happen to have poison so even if he beat 6/9 of them alone their poison attacks will wear him down so much that he becomes useless.

Time to surrender another shard I guess and try again. I like challenge but the province guards seem to be superpowerful. I cannot get access to any higher-tier buildings (I guess because I'm only 5 shards in the campaign 2 of which I managed to conquer. The rest I surrendered)

This goes slightly offtopic, but: Now that I'm beginning the conquest of another shard, how should I go about my first turns? I conquered 2 shards with the combination of a blitzkrieg, some luck and a lousy opponent who hadn't managed to do much anything (he had like 3 or 4 provinces adjacent to his main garrison, only 1 of which had a province guard)
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Zuker12: I'm still getting my butt handed to me by province guards... and after I barely manage to defeat 1 province my opponent comes back at me with his own armies. I have enough economy to build 1 outpost every 2 turns, but I still can't advance due to the fact that my opponent has different guards in all of his provinces (and he beats mine). I am either doing something totally wrong or my heroes are underleveled or wrongly built (I can't seem to get them leveled up fast enough for them to matter)

This time it's the Thieves guard. My warrior *could* solo them in melee, but these guards in addition to overwhelming numbers happen to have poison so even if he beat 6/9 of them alone their poison attacks will wear him down so much that he becomes useless.

Time to surrender another shard I guess and try again. I like challenge but the province guards seem to be superpowerful. I cannot get access to any higher-tier buildings (I guess because I'm only 5 shards in the campaign 2 of which I managed to conquer. The rest I surrendered)

This goes slightly offtopic, but: Now that I'm beginning the conquest of another shard, how should I go about my first turns? I conquered 2 shards with the combination of a blitzkrieg, some luck and a lousy opponent who hadn't managed to do much anything (he had like 3 or 4 provinces adjacent to his main garrison, only 1 of which had a province guard)
Well, warrior can kill 6/9 thieves - take with him army which can kill 3 thieves. Preferable ranged damage. Slingers, bowmen crossbowmen. You will get exp, eventually you will outgrow them.
As for first turns :http://www.gog.com/forum/eador_genesis/scg_i
Example of start. You can download saves and try these same battles
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Zuker12: I'm still getting my butt handed to me by province guards... and after I barely manage to defeat 1 province my opponent comes back at me with his own armies. I have enough economy to build 1 outpost every 2 turns, but I still can't advance due to the fact that my opponent has different guards in all of his provinces (and he beats mine). I am either doing something totally wrong or my heroes are underleveled or wrongly built (I can't seem to get them leveled up fast enough for them to matter)

This time it's the Thieves guard. My warrior *could* solo them in melee, but these guards in addition to overwhelming numbers happen to have poison so even if he beat 6/9 of them alone their poison attacks will wear him down so much that he becomes useless.

Time to surrender another shard I guess and try again. I like challenge but the province guards seem to be superpowerful. I cannot get access to any higher-tier buildings (I guess because I'm only 5 shards in the campaign 2 of which I managed to conquer. The rest I surrendered)

This goes slightly offtopic, but: Now that I'm beginning the conquest of another shard, how should I go about my first turns? I conquered 2 shards with the combination of a blitzkrieg, some luck and a lousy opponent who hadn't managed to do much anything (he had like 3 or 4 provinces adjacent to his main garrison, only 1 of which had a province guard)
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Gremlion: Well, warrior can kill 6/9 thieves - take with him army which can kill 3 thieves. Preferable ranged damage. Slingers, bowmen crossbowmen. You will get exp, eventually you will outgrow them.
As for first turns :http://www.gog.com/forum/eador_genesis/scg_i
Example of start. You can download saves and try these same battles
I always have an army with my heroes, but they are the first ones to die. Should I always just grind dungeons with my hero? If I powerlevel him I can barely get to level 10 then get killed by an onslaught of 3 level 10 enemy heroes, and I'm only on beginner...

maybe I should go try some single maps instead of the campaign?