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Yes. I had the same experience in some of my Game play through. One-shot killed. My whole 3 man (and even an Emissary) army was one-shot killed actually. Per every turn. By the same Hellas Hopelite! Hahaha. He really really really wanted Larissa. he got it.
Can you share with me your Difficulty levels? This game.
As well; if you were on IronMan mode or not? As well; if you had the Army Moral option clicked on as YES. At game set up.
I would say that Epirus (AI) also switched to city states government (hence the high army morale).
Yeah im not saying it was ludicruos result, but very surprising to me in a bad way, because they already fought each other on previous turn, and as you can see on the screenshot, Hoplites start this fight with 3.4/2.9 and my guys 2.9/2.8. Solid victory into a massacre (for both sides to be fair) on the very next turn. Enemy Hoplites might have gotten "Axe" trait on previous day and maybe thats the difference too, but i cant tell.
Sometimes there are battles where even big armies have very low number of casulties (on both sides), sometimes units simply withdraw from the battle (due to any cause like weather, bad sign, prophecy, bad terrain, etc).
Due to the level of abstraction, this is kind of hidden in Imperiums but sometimes it is simply "not the day" for a battle. History is pretty full of such examples.
This can only be done; at a certain point in the game though. Yes? Not right away in the starter turns. Is my understanding.
That is exactly how I play too. Good good.
I did not know 'weather' roll-of-die was a part of battles in this game? (puzzled look)
That is pretty neat though. A slight weather randomize'r?
The analogy is not just related to weather. For example, there were prophets (before a battle took place) who were advising how and when to attack, or delay the battle or directly withdraw from the battle.
There were "omens" which were also interpreted in different ways.
That's why you can experience in Imperiums battles where there are no casulties on both sides. This basically means that the parties decided to not go into the battle at all.
Turn is 12, medium difficulty.
Epirus defeated, Greeks sued for peace (which I granted to buy time to re-deploy my units and train another unit of hoplites and cavalry. Then it will be their turn, treacherous little bastards).
Having to fight two enemies with more resources makes mandatory a fully offensive strategy.
I suggest to deal with Epirus first: not only it can be destroyed without a navy but its position is far more dangerous as they can strike directly at our homeland and they do not start with hoplites. Plus are filthy rich, so would solve our problem with gold.
Nomads and cavalry are the key to hold the Greek at bay long enough for our hoplite and peltast to deal with the Epirotes: if Larissa fall we can hold to the river more or less at will (no bridges, cavalry will crush any nomad attempting to make a bridgehead.
As soon as can spare a few coins send an emissary at Sparta (if are friendly will not join the Greeks against us).
Since if can not knock out quickly at least one of those two countries we are doomed anyway I suggest to use the "prophecy" 30% morale boost (beside it works far more often than not): a fortified nomad with high morale and defense boost can hold basically against anything in forest or hill.
Interesting. Interesting, indeed.
A sort of extra battle randomizer outcome.
Ok. The primary point here though, is to KEEP Larissa.
Yes. Letting Larissa go (and failing the Mission Objective) can certainly free up Macedon to make better gains moving forward.
The thing is. I don't want to 'force' lose Larissa! Period.
I want to maintain and complete that Mission objective. No matter what.
Can you play; while also keeping Larisa? At least to the point where Objective is complete.