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Author Topic: Militia/Reservist streamlining  (Read 1987 times)

Sheb

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Re: Militia/Reservist streamlining
« Reply #15 on: December 28, 2015, 03:33:34 pm »

I was going for melee rather than XBow I think. In part because I had the idea to create some upright spear in my hallways to train my whole fort. Kids will suffer, but hey, my doctors need practice.
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Bouchart

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Re: Militia/Reservist streamlining
« Reply #16 on: December 28, 2015, 04:02:38 pm »

Make tons of gold and platinum goblets.  Dwarves like to carry them around, and since they're dense, they deal decent bludgeoning damage.

I've had problems with crossbowdwarves in 42.0x.  They like to engage at melee with their cups.
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Romeofalling

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Re: Militia/Reservist streamlining
« Reply #17 on: December 28, 2015, 06:15:07 pm »

*headdesk*

This thread will hopefully serve to remind me in the future that when I ask for advice, I should listen to it.

Reloading to an earlier save....
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Skullsploder

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Re: Militia/Reservist streamlining
« Reply #18 on: December 29, 2015, 06:12:22 am »

Crossbow bolts that hit joints and major bones regularly cause undead to fall over or move slower, and provide another shot which it is necessary for them to dodge per round rather than hitting my dwarves.

Additionally, the mob was forced into melee where they proved valuable as meatshields, chainmail shirts and steel helms absorbing tons of damage that might have killed my dedicated melee if it had all been focused instead of spread out among 75 dwarves. Also the copper crossbows are good for causing widespread bruising and eventual pulping in melee - like a poor man's mace.

And ranged is definitely a better option for civilians than melee - it matters less at range that they can't dodge or block. I haven't tried a citizen's militia in 42.xx yet though so I'll see soon if crossbows are worth it.
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"is it harmful for my dwarves ? I bet it is"
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Goatmaan

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Re: Militia/Reservist streamlining
« Reply #19 on: January 01, 2016, 10:01:32 pm »

It seems to me a lot of you are missing something obvious concerning the miner/woodcutter bug.
Just create a miner uniform (whatever armor you want) then specify the pick as weapon.
Remove the mining labor and draft them into squad.
Rename squad Miners. Let them train up. Add new recruits/ remove trained ones and reenable mining.
Stronger, faster, better all round. Just keep the rotation going.
Same goes for woodcutters.
Its the stat increases that you need, not the armor.
Can't keep track of who does what!? Just nickname them before drafting.


    Goatmaan
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Sheb

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Re: Militia/Reservist streamlining
« Reply #20 on: January 02, 2016, 05:57:37 am »

What? You do need the armor. Shields alone provide a leap in soldiers' survivability.
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Quote from: Paul-Henry Spaak
Europe consists only of small countries, some of which know it and some of which don’t yet.

Goatmaan

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Re: Militia/Reservist streamlining
« Reply #21 on: January 02, 2016, 02:33:55 pm »

If he's been trained to legendary melee skills, his speed,agilty dodge, will compensate for his lack of a shield.
Military training fulltime to legendary FIRST.
Civilian miner/woodcutter killing machine everafter.

   Goatmaan
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Sheb

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Re: Militia/Reservist streamlining
« Reply #22 on: January 03, 2016, 03:51:30 am »

That's going to take forever for training though... At that point you will have a legendary miitary that can deal with anything anyway.
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Quote from: Paul-Henry Spaak
Europe consists only of small countries, some of which know it and some of which don’t yet.
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