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Tuesday, September 19, 2023

Fantasy General comments

I was able to get through my tough fight in Fantasy General, and I got my combat groove back. It's a pretty simple game.

It's a good game, but I find with the turn limits given, a lot of units become more marginal. My main killers are Sky Hunters, Heavy Infantry, and Light Infantry, pretty much in that order. I use a mix of everything, but cavalry are useful for ranging around but tend to get mauled by infantry when attacked instead of attacking. Bombardiers are helpful, but they're too vulnerable to enemy Sky Hunters. Archers are great in a support role, but light infantry are faster and heavies can use Forced March and quickly outpace them. You can't just advance in a big wall of infantry backed by archers, in my experience. Healers are so useful as support troops that I don't upgrade wizards past that level because the higher level types attack but can't heal . . . and healing battered units is a good way to keep the pace of an offensive without missing a few turns getting away from the enemy, resting, and then moving back.

I'm enjoying it but I feel like I could probably do just as well with a force more centered on just a few unit types.

I'm rolling through the campaign now, though, after getting past coming back to the game in the middle of a large, vicious battle with a tight time limit. I paid a price in a few units to win that but now I'm rolling solidly now.

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