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  1. #1

    Default Wizzrobe Woes

    So the reason I'm asking this is because I checked the wiki, checked the forum, and practically strip-searched every thread that might've had the info I was looking for. Thus far, nobody has seemed to address or even mention this.

    So I recently just re-downloaded HTW for the new version, and to begin with, its absolutely increadible. Then I started to play as the Order of the Wizzrobes. All I can say... holy crime.

    As you're probably are aware, their an incredible batch of spellcasters who wreck units at a distance. Up close and personal, not so much. Not a problem, I could still work with it, even with weak melee guys. Except.. I can't.

    When I begin, I get three batches of Acolytes and a diplomat. Two towns are viewed (Vardijo(??) and Hyrule Castle) BOTH of which have no guys in it. Technically, I could take either of them, all of them, or grab the Glade or the Snowpeak Ruins within the first turn. Next turn, I get my generals, Hylia, and one of each of the elemental wizards. The problem then becomes that even WITH a place and a source income, I can't get (or survive long enough to get, who knows?) the buildings needed for even basic melee troops.

    OR I snag the for/church I spawn near on the first turn and get Hyrule angry (or just build a fort/church on my second turn). Then I wait about ten turns and Vardijo(?) is mine for the grabs. I throw all my guys in, dissolves the church, and start improving. I can make only Acolytes. Better income, and troops a few turns... but still not enough.

    So my question for the class is... what am I doing wrong strategy wise?

    Thus far, the only reason I survive is because I hire a bunch of mercenaries to deal with Hyrule. I can't even make a dent in their forces; only keep them at bay each turn. I'll try to expand via converting and by conquest. I'll manage to snag the Glade and Snowpeak, but then I'm either out of cash, or have my forces spread to thin. Again, only Acolytes every few turns is sorta fatal. Especially when I can't get any other mages and the ones I have I cant heal.

    Honestly, do you guys have any idea how hard one battle was? Nostrum, about half of the elemental mages left, some rogue hyrule warriors and about three hundred Acolytes vs half a stack of Hyrule trebuchets and half a stack of Hyrule gaurdsmen. Do you KNOW what half stack trebuchets do to a city with only palisade walls? Fireballs EVERYWHERE. It was chaos man! It was-

    Ahem. So yeah. Any advice for a would be mage?

    TLDR: Playing Wizzrobes, bleeding cash if I wait to convert, can't train guys if I take cities by force, and Hyrule is OP. Please help with advice or cash donations?

  2. #2

    Default Re: Wizzrobe Woes

    Hadn't tried this faction yet (wizzards aren't my thing). I just did. Two times with two different strategies. And it worked just fine (well, up to turn 25 or so each time at least: like I said, wizzards and me...)

    So here are the two strategies I used:

    1: Play the way you are supposed to play.
    Spoiler Alert, click show to read: 
    The Wizzrobes can convert a town to their side by building a church near it, making it rebelling after some turns, and then just walking in. That means you can snatch the towns of your allies that way, and that won't put you in bad terms with them. You are the only faction that can convert it's allies from the inside. And it just so happens you start with a diplomat. Also, as you don't have a starting town, you are free to start converting wherever you want in the beginning: as long as their religion is close enough to yours (they must worship, or at least aknowledge the goddesses), you can take their cities.

    So here is what I did: turn 1, I tried to ally myself with Hyrule, but they refused (no surprise here). So turn 2, I sent evryone North to the Lanayru Province, put up churchs next to each of their cities, and allied myself with them (they are weak and without any ally in the beginning, so they gladly accepted). Then I waited... And waited... And waited... 15 extremely boring turns. The only thing I did all this time was sending my diplomat on a world trip and allying with everybody I could: first the gorons, then the zoras, then the kokiris, then the gerudo, then the zuna, then the darknuts... Why? Well: who would dare to attack me with all those guys backing me up? Plus, having lots of alliances gives you good reputation. And, most important of all: I can take my allies cities, while they can't take mine...

    What happened eventually was that I converted the two Lanayru towns, and the Zunas (being a NPC race) gave me theirs quickly, so in the end I had four regions, a ton of allies everywhere, and I still wasn't at war with anyone. From here I started putting churches in Hylian and Gerudo territories to link my ex-Lanayru cities with my ex-Zuna ones... Then I stopped playing, because peace is boring.


    2: Second option, the gamey way.
    Spoiler Alert, click show to read: 
    Hyrule Castle is the single most powerfull fortress on the map. On the first turn of the game, it's empty. On the first turn of the game, you have soldiers that can just walk in it. Take it immeditly (along with that other nearby town if you wish), then put all your mages inside it on the second turn and start building armories and barracks to be abble to churn out units as fast as possible. Then conquer the rest of Hyrule (without their castle to produce their bests units, they won't be able to do much to stop you). Then the world. Much more fun and quick (Hyrule was on it's knees already when I stopped playing), but I don't think that faction was intended to be played that way.

  3. #3

    Default Re: Wizzrobe Woes

    [QUOTE=Mahat;12511918]Hadn't tried this faction yet (wizzards aren't my thing). I just did. Two times with two different strategies. And it worked just fine (well, up to turn 25 or so each time at least: like I said, wizzards and me...)

    So here are the two strategies I used:

    1: Play the way you are supposed to play.
    [SPOILER]The Wizzrobes can convert a town to their side by building a church near it, making it rebelling after some turns, and then just walking in. That means you can snatch the towns of your allies that way, and that won't put you in bad terms with them. You are the only faction that can convert it's allies from the inside. And it just so happens you start with a diplomat. Also, as you don't have a starting town, you are free to start converting wherever you want in the beginning: as long as their religion is close enough to yours (they must worship, or at least aknowledge the goddesses), you can take their cities.

    So here is what I did: turn 1, I tried to ally myself with Hyrule, but they refused (no surprise here). So turn 2, I sent evryone North to the Lanayru Province, put up churchs next to each of their cities, and allied myself with them (they are weak and without any ally in the beginning, so they gladly accepted). Then I waited... And waited... And waited... 15 extremely boring turns. The only thing I did all this time was sending my diplomat on a world trip and allying with everybody I could: first the gorons, then the zoras, then the kokiris, then the gerudo, then the zuna, then the darknuts... Why? Well: who would dare to attack me with all those guys backing me up? Plus, having lots of alliances gives you good reputation. And, most important of all: I can take my allies cities, while they can't take mine...

    hahahahaha Wow, that's hilarious, I'm going to do that! XD

  4. #4

    Default Re: Wizzrobe Woes

    Quote Originally Posted by Mahat View Post
    Hadn't tried this faction yet (wizzards aren't my thing). I just did. Two times with two different strategies. And it worked just fine (well, up to turn 25 or so each time at least: like I said, wizzards and me...)

    So here are the two strategies I used:

    1: Play the way you are supposed to play.
    Spoiler Alert, click show to read: 
    The Wizzrobes can convert a town to their side by building a church near it, making it rebelling after some turns, and then just walking in. That means you can snatch the towns of your allies that way, and that won't put you in bad terms with them. You are the only faction that can convert it's allies from the inside. And it just so happens you start with a diplomat. Also, as you don't have a starting town, you are free to start converting wherever you want in the beginning: as long as their religion is close enough to yours (they must worship, or at least aknowledge the goddesses), you can take their cities.

    So here is what I did: turn 1, I tried to ally myself with Hyrule, but they refused (no surprise here). So turn 2, I sent evryone North to the Lanayru Province, put up churchs next to each of their cities, and allied myself with them (they are weak and without any ally in the beginning, so they gladly accepted). Then I waited... And waited... And waited... 15 extremely boring turns. The only thing I did all this time was sending my diplomat on a world trip and allying with everybody I could: first the gorons, then the zoras, then the kokiris, then the gerudo, then the zuna, then the darknuts... Why? Well: who would dare to attack me with all those guys backing me up? Plus, having lots of alliances gives you good reputation. And, most important of all: I can take my allies cities, while they can't take mine...

    Yeah making allies with everyone is what I'm doing, doing deals where my offers are Alliance and demands are map info so I can find more guys to ally. Eventually I'm going to bribe the guys at Vijigaro glade (that's what you're supposed to do anyways) and take that and maybe eventually El Castillo de Hyrule.

  5. #5

    Default Re: Wizzrobe Woes

    You could also try the same strategy I did the first time I played as the Wizzrobe.
    Spoiler Alert, click show to read: 
    Send all your units to the east just outside Horon territory, allying all groups along the way. You should then attempt to ally both Horon and Subrosia as soon as possible, as within a turn or two after they will give you thier land. It may be wise to wait a bit while they build and capture land, as you will have more access to thier units when they give you control. The Subrosians give large mining income if you put money there, and offer some fodder, light cavelry, and Heavy troops to aid in defending your mages. The Horon faction gives you even more fodder to defend your troops, and both factions give all thier land to you.

  6. #6

    Default Re: Wizzrobe Woes

    Quote Originally Posted by Divide by Zero View Post
    You could also try the same strategy I did the first time I played as the Wizzrobe.
    Spoiler Alert, click show to read: 
    Send all your units to the east just outside Horon territory, allying all groups along the way. You should then attempt to ally both Horon and Subrosia as soon as possible, as within a turn or two after they will give you thier land. It may be wise to wait a bit while they build and capture land, as you will have more access to thier units when they give you control. The Subrosians give large mining income if you put money there, and offer some fodder, light cavelry, and Heavy troops to aid in defending your mages. The Horon faction gives you even more fodder to defend your troops, and both factions give all thier land to you.
    How far east is Horon/Samasa Desert? I've gone about as far east as Tarm territory before I had to call Nostrum back because hyrule, like the dicks they are, attacked me and ended our alliance. n:

  7. #7

    Default Re: Wizzrobe Woes

    For the Wizzrobe I took all my units on turn 2 and exterminated the Gohma by turn 10. claiming all their land for my self. I did not have any problems with that game.
    Except a fatal Save/Load CTD. I didn't git to beat that campaign that time. O well. It was Fun.

    Edit: Hylia, the False Goddess can brake down Gates, so I took the settlements when I found then.
    Also Hylia response if she is killed in battle so don't worry to much for her safety.
    Treat Acolytes just how they are described "willing pons". Use them to intercept enemies and don't worry if you frie a few. More will live if you do. Much More will die by the enemy if you don't. also let the enemies come to you. you will have first shot unless they have more range. Cavalry is your ban, watch out for them.
    If fighting lots of artillery spread out all units and advance. make sure to stop all forces away from there Battle line. Give your self enough time to open Fire after you deal with the infinity. just blast the artillery. Every spell caster you have can destroy artillery of any kind. If you are fighting Hyrule and they siege a city of yours. You have a better chances of victory if you go out to meet them in battle. Your AOE's are of little affect in urban combat and the enemy can git in to melee with your Wizzrobes much easier. It is better for you to let you Wizzrobes run from melee. you will loos a lot of them other wise. if your lines are breached. have your Wizzrobes skirmish the enemy. And fire when they are not being chased.

    If you are Attacking or defending a City. Aquamancers can fire over the walls. no other Wizzrobe can. Pyromancers are your main fire power literally. Electromancers are great for destroying a lot of enemies, they shoot strait and hit very thing it that path. Pyromancers and Aquamancers and Geomancers can be in the back lines but Electromancers will kill their allies. Geomancers have the farthest range and are my favorite. they knock up enemies in a AOE.
    Aeromancers are as dangerous as Electromancers but fly in to the air before firing. shooting over your allies. Illusionists are your best infantry use them to intercept troublesome units. and if your lines are broken use them to buy time to reform ranks. An Illusionists solder can teleport if they are in trouble on the front lines so if they are surrounded they should still put up a fight before going down. of course that's plenty of time to rain death on them by the other Wizzrobes they are ignoring.

    Now Earth Reaper. are just "what"!. in my opinion. A little story. I had a full stack of Wolfos Riders Vs a Wizzrobe army in custom battle. In my first charge all the Wizzrobe were dead in less then 10 sec. what was left was the Earth Reapers 2 units (4 in total)of them and they would not die to my Wolfos. I lost over half with out seeing one go down. Needless to say. I rescind that battle.. but you git my point. you need a great deal of fire power to kill it. Using them to deal with some enemies you don't want to deal with yet is a good option. opening walls is there purpose though. But Any spell or artillery can bring them down, watch out for them.
    Last edited by Eldren; January 28, 2013 at 12:32 AM.

  8. #8

    Default Re: Wizzrobe Woes

    Quote Originally Posted by Eldren View Post
    Also Hylia response if she is killed in battle so don't worry to much for her safety.
    How long does it take for her to respawn? I just lost her in a battle with hyrule and after the battle she's not in my army. :/

  9. #9

    Default Re: Wizzrobe Woes

    how do I make churches? I go into make watchtower or fort, but I don't see church anywhere

  10. #10
    Avatar of the Ice Wolf's Avatar Praeses
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    Default Re: Wizzrobe Woes

    @Aquos4

    "Church" is just the name of a Wizzrobe fort. It's still a fort, just with the conversion effects. For Wizzrobes, fort = church.

    West: Foranar- Azurita - The Redeemer - Sinteiria - Sakotae the Guardian (Tavia) - Saleria
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  11. #11

    Default Re: Wizzrobe Woes

    oh ok. I was sorta confused. Now here's the thing, I placed down a fort near a Lanayru Town and several turns later still nothing is happening, maybe it's because I don't have many units there, maybe there's a glitch where the game thinks that Wizzrobe are goddess acknowledgement, who knows.

  12. #12

    Default Re: Wizzrobe Woes

    Fighting some Tarm rebels. Laser battle commence!

  13. #13

    Default Re: Wizzrobe Woes

    C-C-C-Combo Breaker


    (you should probably try and put all of your posts in one post if possible, not that double posting is all that bad, but five in a row is a little excessive)

  14. #14

    Default Re: Wizzrobe Woes

    Quote Originally Posted by Opus View Post
    C-C-C-Combo Breaker


    (you should probably try and put all of your posts in one post if possible, not that double posting is all that bad, but five in a row is a little excessive)
    I posted them at different times each, not all within 2 seconds or whatever.

  15. #15

    Default Re: Wizzrobe Woes

    Indeed; Typical forum etiquette is to make one post at a time (after 25 posts editing can be done if you wish to change something or add in a response to a missed post), although it's mostly lax here. And welcome! Glad you're enjoying yourself and engaging in crotch-laser warfare.
    Last edited by Dragus; February 15, 2013 at 01:16 PM.

  16. #16
    Emrys's Avatar Primicerius
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    Default Re: Wizzrobe Woes

    He needs 25 posts to edit....... He currently has 13.

  17. #17
    Emrys's Avatar Primicerius
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    Default Re: Wizzrobe Woes

    The differing time stamps are irrelevant in forum postings if shorter than one day... Even then it comes across poorly....

  18. #18

    Default Re: Wizzrobe Woes

    Ok so I had a church near a Lanayru town, after 20 turns nothing happened besides them getting pissed of and screwing me over. :/

  19. #19

    Default Re: Wizzrobe Woes

    Found the mod recently and have been playing around with the various factions, really enjoying the creativity in the design, and the wizzrobes have been one of my favorites thus far, for those still having issues I have a few bits of advice that haven't been mentioned (and if they have, I must've missed em).

    1st: to convert a town, you must build a church (fort) near it AND keep a general in it at all times, then after 15-25ish turns, they will evacuate the city of troops and declare it under rebel control, which is free for the taking. (this one has been stated, but clarity never hurt)

    2nd: you start with a diplomat, and NPC factions don't seem to mind allying with a faction without land, and NPC factions will give you their land a turn or two after allying... so you could get an early alliance with the zuna and start off with their lands for a more traditional start, this also applies if you decide to convert the labrynna regime, as they have numerous NPC factions nearby.

    3rd: don't forget about mercenaries, you will be a few turns behind on military recruitment and possibly infrastructure no matter what you do, mercenaries can help by being readily available infantry (which you sorely need, mages rock from a distance, not so much up close, so cannon fodder helps a lot)

  20. #20

    Default Re: Wizzrobe Woes

    [QUOTE=N0hbdy;12626809]Found the mod recently and have been playing around with the various factions, really enjoying the creativity in the design, and the wizzrobes have been one of my favorites thus far, for those still having issues I have a few bits of advice that haven't been mentioned (and if they have, I must've missed em).

    1st: to convert a town, you must build a church (fort) near it AND keep a general in it at all times, then after 15-25ish turns, they will evacuate the city of troops and declare it under rebel control, which is free for the taking. (this one has been stated, but clarity never hurt)/QUOTE] Oh I did NOT know that. Thanks N0hbdy!

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