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Topic Subject: An effective Norse recovery!
posted 19 October 2004 05:13 PM EDT (US)   
The situation- Your generally either in late classical or heroic and you have just taken a large hit.
How do you recover?

I've had this problem for a long time. Slowly, I got better at it, and now I have actually had games where I have recovered from losing a forward base. I had even recovered from being down 4 to 2 tc’s after a fatal mistake of having my army trapped on the offensive versus critical decision of the enemy to use restoration and flanking.

So what makes it so much harder to recover as Norse?
Your buildings are destroyed quicker, your train times aren't going to be as fast as the prepared enemies', and your military has to build it for you.

To start off...build Ulfsarks.
I know what some people think, and is also what I used to think, that
"ulfsarks suck!"
...if you don't have the upgrades...
...but if you don't build them, you are going to be dead anyways! They are so important in trying to recover, train them from your TC if you have too. But I should explain "Why is it so important to rely on the ulfsark?"

Attempting to build TA is suicide, the factors of train time, overall combat effectiveness, wood cost, and slow speed are all killer. Huskarls cost a fortune of wood, leaving you without that fortune to spend on buildings. Ulfsarks are relatively cheap, quick training and are pretty mainline. Lack of a better choice for the situation.

Second Major thing, that is too retreat all military quite a distance away from your pummeled forward. It is a common mistake to think that you can just fall behind a bit from your forward and think you can be prepared in time, at least it was for me. Whenever I failed to build my next group of military buildings far enough back, the enemy always crushed my hope of a recovery right then and there. This is somewhat unlike other civs, because you can't both fight them off and build up buildings at the same time.

You must hide your recovery. Distance and stealth is your greatest advantage here. Retreating to your next closest TC is often the smartest and safest option.

It's always in this unchanging order:
Houses->barracks->hill forts
If I get stuck with more units than my pop limit and few, if any infantry, I transform some villagers to Ulf’s immediately! This can seem obvious now, but in a game it is sometimes the easiest part to get stuck on.

Barracks supply the next key thing, more infantry, and that means more buildings sooner. My hope is to be popped out with as many buildings before I have my to meet my opponent again.

I maximize as much as I can: I have temples building Hersir, I get each unit building his own building to maximize the build speed of my units, and I make my nearby TC's produce Ulf’s.

Third thing is your actually plan for recovery. You accomplished the basics nessecity of generating the army and reconstructing your buildings. Now it is to learn to not panic and waste the offensive god powers.
(This is the most stressful situation for Norse IMO, and it's very easy to be too angry to play now than it is at any other time.)
It's the most distressing to watch a fellow Norse player use WW on me and think it's going to let him recover with no army.
When I play, instead, I have a plan. It is to only use your offensive gp’s when I am the one prepared. All the offensive gp's are less effective the less support they have. My safety was in a large distance retreat for rebuilding my military buildings. My recovery depends on the size of my military when they find me!
Frost is the most commonly misused gp in this situation, in my experience. It is better to wait for them to advance on the new location before using frost to finish preparing yourself with hillforts and the like. You won't have enough time to be able to use it right away and try to build enough units out of the buildings to recover the amount of military unit that you need.
Use WW, FW, undermine, and the rest of the offensive gp’s to recover the lost ground when only when it is the most optimal time for it.

Lastly, have whatever non-infantry units that you have to
-raid!
This seems like a given to some, but just to make my point, you must be keep your pop slots has effective (or efficient) as possible to make a comeback. That goes for any other civ in the same situation.

I have one major advantage on the recovery. That is, the ability to refill your pop with what units are best for countering his. Often times you are locked in a certain combination of units that aren't quite the most effective. This is the time to get those 5 pop myth or siege out and really use them.

Sometimes it isn't just a recovery, it's just an attempt to get the offensive going again! Many of the things that allowed Norse to have that early classical strike are helpful here...that is, the ability to maximize the speed that norse are prepared for attacking.

(I hope that you find this information helpful to your play as norse, and so you will not have to learn the hard way like I had.)


Nick: Eten.
Gods: All of them!
Vanilla.

[This message has been edited by Etendorf (edited 10-19-2004 @ 07:23 PM).]

Replies:
posted 19 October 2004 05:25 PM EDT (US)     1 / 12  
-Added.

Theris264
former Age of Mythology Heaven and Age of Empires III Heaven forumer||former member of Ambition Designs
"An eye for an eye, and the whole world goes blind" -Gandhi
posted 19 October 2004 09:23 PM EDT (US)     2 / 12  
Wow this is one of the best things from this site in a while. I've recovered some but imo the only time you can actually recover is if your opponent isn't aggressive enough. Greek and attie armies have no problems beating an equal force pop effectively so if they out pop you then they just overrun your army so you effectively have nothing left to rebuild it unless you build ulfs from tc or vills (both of which lets their eco gain some power over yours.) I think the most impornant thing about this is that it can really help in team games when your forward is doubled but then one of the dudes has to pull back after killing it to protect their own town. I've done this and just somehow scared my opponent into neither attacking nor raiding, just by using ta more effectively(and better upgraded.)
posted 21 October 2004 10:51 AM EDT (US)     3 / 12  
Very nice stuff.
posted 21 October 2004 11:35 AM EDT (US)     4 / 12  
Think the question about Cost/benefit of units depends of wich major gods you has chosen. Loki and Thor, both have the triple Ulfsark up combo(Forseti-Bragi-Tyr) and keeping Ulfs with them both is worthwile and wise, i would say.
Odin, instead is the better Norse god if you want a high durability unit: The Jarl. If you take the right combination of minor gods (Freyja-Njord-Balder)and add Odin's bonus to Hillfort units, your Jarls can have near 400(387, i think)HP and lots of armor. As Odin don't have acess to Forseti's healing spring, the main healing font for you is the valkyrye MU, that is pretty useful anyway (strong and healer). Balder's tech (sons of Sleipnir, i think)seems to don't affect Jarls, only RC's, but i will test later. Combining these with TA's(that deal with the anticavalry infantry), a few Huskarls and some MU's and siege, you have a balanced and powerful army.
The weakness of relying in Jarls is the later time they can be trained and the cost to put them on the field. So, harassing the enemy with early RC's, Ulfs and TA's is enough to grant you the safety to the later change to Jarls.
That's a noob opinion guys, remember. I dont play norse for such a time (AH! good times...)
posted 21 October 2004 05:00 PM EDT (US)     5 / 12  
I'm confused by your post Mighty Noldor
. I would always assume that a person would use his best units in any other situation. It's just that cheap, quickly produced building building units are exactly what you need when your military has been overcome.

I wrote most of this stuff because it's usually not covered. Most of the time, people just talk about strats to get the job done in the first place without ever needing to recover. But I find that alot of the time I'm still getting beaten by recovering greek/eggies/atties, but not ever any norse.

So, when you failed and made a mistake
-didn't retreat against a larger force
-miscalculation that you thought you could win
-powerful gp used against you
etc...
You can use this plan to get you back into the game. Ulfsarks as much as possible, retreat a safe distance, rebuild buildings during the time it takes for them to take out your undefended other buildings, and go back at it.

It's quite a bit different than trying to recover with any other civ, and I find that it isn't very intuitive to do any of this normally.


Nick: Eten.
Gods: All of them!
Vanilla.
posted 21 October 2004 08:27 PM EDT (US)     6 / 12  
Well posted! I am a fan of the Norse and have an account dedicated to playing as them (Crazy_Ulfsark), this lesson in recovery will help me alot! I think I actually did this once or twice back when I had nothing to do but play AoM... it was one of the sweetest games I ever played.

An assimilating strat is the best strat
posted 22 October 2004 09:23 AM EDT (US)     7 / 12  
Nice ideas... many helped me sometimes when my forward was beaten... Recently frost and then 1 FG saved me from my 2nd military buildingup being disturbed.

One fun and effective thing i found out also is a _pretended_ raid or offensive, meaning: with the few units you have left or the first few created after the recovery dont play defense but offense. Try hit his base or gatherers. He will sure move his entire force somewhere, where it least thretens you. Then you can still decide if you just sacrifice those units or retreat, if, by the time you and the oponent arrive your base, you can effectively fight him back.

posted 22 October 2004 12:39 PM EDT (US)     8 / 12  
I did that; you can see it in my war storie.
if you want to read it go here:
http://aom.heavengames.com/cgi-bin/forums/display.cgi?action=ct&f=22,20103,,10

More complicated, needs more precision.
posted 22 October 2004 04:21 PM EDT (US)     9 / 12  
Once you get good at recovering, sometimes it just becomes a fun game even if you lose.

2v2 rated, and my ally drops right away. I forgot why but we didn't save. Instead, I lasted over half an hour. To quote one of the other players...

"Every time I scout an area again, there are a bunch of buildings out of no where!!!"

I was very proud of myself that game. I kept alternating between 3 different major locations of buildings, saving myself most of the tc's. I had one central, critical, and rather hidden location with 3 gold mines blocked off, and everytime they were able to push through my armies into the same area-they were able to crush that location. This only caused the other locations to be fortified...and in such a way that their armies weren't working in unison again.
It wasn't until I had my mass of wood villies hit hard that I began to slow down and then couldn't recover the next times I lost my buildings against unison armies.
A very respectful GG that was.


Nick: Eten.
Gods: All of them!
Vanilla.

[This message has been edited by Etendorf (edited 10-24-2004 @ 06:19 PM).]

posted 23 October 2004 07:05 AM EDT (US)     10 / 12  
30 minute, you mean

Accept No Immitations
-Wildturkey
posted 23 October 2004 11:35 AM EDT (US)     11 / 12  
I've actually managed to do this a couple times, although not necessarily the same way. I played two games in a row against two Zeus': The first time I thought I was steamrolling him, until he got some momentum and was able to get hoplites en mass. I managed to annihilate his archers, his TC, houses, etc, but in the end he figured out where my forward was and nuked the place. I made one ulfsark, went back home, focused heavy on economy, took TCs...

It was kinda scraping the bottom, but I made some 3-4 more ulfs to help make 4 hill forts around my TC (paranoia?) and spammed Husks as fast as I could. I had gone Tyr so with bravery, and my 28 husks wasted one of his TCs in about 7 seconds. He resigned after I took all of his Tox down + some buildings, turned out he didn't have much resources either!

So in that way this one was kind of like your plan - anything fast that can build, and do it, at home. If he would've been on the offensive, he might've just rolled over me. Hops are vicious, y'know.

The next game was a lot harder, my forward base kind of floundered a little before a Pegasus (grr!) found it, so I made a feeble raid attempt and moved back a little ways to make a new forward. Not too long after, that one got killed too, as you'd think we could all predict by now. He had quite an army of hops, and a little tox mixed in.

My old forward bases were to the RIGHT of his base, and seeing that he was going to watch that area, I moved around like a U, so I was far to the left of his home. This whole time a naval battle had been raging, but as soon as I get a couple mandatory ulfs out I just let it go and allowed my fishing boats to be destroyed. He had Scylla. That done, I made positive that my wood & gold vils were working and added a couple to their numbers with the last of my food.

Anyway, with my 3-4 longhouses I made TAs. Looots and lots of TAs, replaced lost houses, possibly claimed a TC or two. Lots and lots and lots more TA later 'til I'm popped out, I see his army again, and I know there's no way I can really beat him by conquest. I pick a corner of the map he probably hasn't explored (I hope) and start a wonder. Evidently he hadn't explored that or he took his merry time finding me, because the first attacks didn't come until after the wonder was finished. He came about the left, found my forward (which I didn't need anymore) and destroyed it. He moved down, but anything that did manage to get there was destroyed pretty fast - 4ish Hill forts and two or three forests surrounded my wonder in the corner. Siege and hoplites were wasted by the TAs and the Tox weren't even really worth worrying about. He made another attack from the top again, but the last attack came from the right, where my homeland was. He walked through, but it was too late and my army too large - I won by wonder.

N-E-O
-SS-2
W-H--

O = Old forward, 2 = second forward
E = Enemy homeland
H = Homeland
N = New base
W = Wonder

Wonders are surprisingly useful, you know. Maybe it's because Norse can build them so fast w/o penalty, or that the others are inherently more defensive and that hinders them attacking it. *Shrug*

In any case, Norse definitely is not dead if they lose their forward base, but it's definitely easier if your enemy isn't offensive.


Armor won't help the heart stay sharp...Shellbust Stab!
posted 29 October 2004 07:15 PM EDT (US)     12 / 12  
I find it very interesting that people keep determining that the solution to almost every basic issue with Norse is the humble Ulf....the unit that was denigrated for so long.

Of course, there's a very interesting potential arguement there about whether ES intented the Ulfsark to be the Norse backbone from the start, or it's just the result of adapting to numerous Calvary/Throwing axemen nerfs.

Norse are undoubtedly the most interesting and dynamic of the AOM civs though.

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