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Document tutorial playthrough notes (#8361)
* Document tutorial playthrough notes * Record tutorial battle reset findings * Clarify tutorial reset as probable defeat * Record castle-hold tutorial attempt * Record successful tutorial battle strategy * Record failed Hedrick tutorial attack
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# Tutorial Playthrough Notes
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This is a working guide for playing through the Eagle0 tutorial without losing. It is written from live text-client
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testing, so treat it as a practical checklist rather than a complete design reference.
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## Core Rule
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Do not risk Sadar Rakon unless the outcome is overwhelmingly favorable. In tutorial games, Sadar is the human faction
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leader; if he is captured, the server treats the human player as defeated and the game ends.
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## Strategic Goals
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- Survive the opening tutorial battle.
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- Rebuild Onmaa enough to stabilize support and loyalty.
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- Expand carefully from Onmaa/Nikemi with enough force to avoid leader capture.
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- Trigger the major strategic tutorial event where The Eagle appears. In code, this happens when Sadar controls at
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least four provinces or Hedrick's faction has no provinces.
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## Tactical Safety Rules
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- Avoid sending Sadar alone into a tactical battle.
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- If a battle turns into a long chase, reassess instead of blindly sweeping the map.
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- Prefer preserving Sadar over forcing a marginal province capture.
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- When the text client shows no attack command, do not assume the enemy is helpless; they may still be able to win by
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holding, hiding, or outlasting the attacker.
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## Known Failure
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In one previous Kojaria attempt, Sadar attacked with one battalion, chased Hedrick across the map, failed to force a
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decisive win, and was captured. The client did not clearly announce game over at the time; the save later showed Kojaria
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held by Hedrick and Sadar listed under `captured_heroes`.
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## Live Run Log
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### Fresh Tutorial Run
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- Started: game `-3568010721410464682`.
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- Leader: Sadar Rakon.
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- Current objective: start the tutorial from the opening battle and record safe choices.
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- Opening battle setup:
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- Rakon's Loyalists at `(8,10)`.
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- Onmaa Defenders at `(7,10)`.
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- Hunters of the Steppe at `(8,11)`.
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- Rationale: keep the two infantry units together on the west-facing line and keep the longbowmen directly behind
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them. Tarn's force begins west/southwest of the defender setup area, and Elena/John arrive later, so the opening
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goal is to preserve the core army rather than overextend.
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- Opening battle, day 1: no attacks were available. Ended the turn rather than starting fires or moving forward.
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- Opening battle, day 2:
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- Used Hunters of the Steppe for an archery attack against the visible unit at `(7,9)`.
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- Used Rakon's Loyalists for an archery attack against the unit at `(6,10)`.
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- Used Onmaa Defenders for melee against the unit at `(6,10)`.
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- Avoided the offered duel from Rakon's Loyalists against the unit at `(7,9)`. If that unit is Tarn, the duel risks
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Sadar directly before reinforcements have arrived.
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- Opening battle, days 3-5:
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- On day 3, only Rakon's Loyalists and Hunters of the Steppe had commands. Used both for archery against the unit at
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`(6,10)`.
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- On days 4 and 5, only Hunters of the Steppe had commands. Used archery against the nearest non-Tarn pressure unit
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rather than retreating or entering melee.
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- This is a danger signal: if Sadar's unit disappears from the command list this early, the opening formation may have
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absorbed too much damage. Keep future attempts more defensive and consider moving Sadar back instead of using every
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available attack.
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- Elena Fyar arrived on day 6 as actor `7`, confirming the `elena_reinforcement_round_5` tutorial event. She spawned
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far southwest of the fight with Holy Wave available. Moved her toward the battle first instead of spending Holy Wave
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while isolated; the move consumed her action for the turn.
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- John Ranil arrived on day 8 as actor `8`, confirming the `ranil_reinforcement_round_7` tutorial event.
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- After John arrived:
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- Moved Hunters of the Steppe back to `(10,11)` instead of taking a weak melee attack.
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- Moved Elena to `(8,7)` to close with the enemy line.
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- Moved John to `(6,4)` to approach from the west.
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- Do not expect reinforcements to appear in immediate melee range. They need one or more turns of marching before they
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can rescue the original defender units.
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- Day 10 Holy Wave timing:
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- Moved John adjacent to Elena first.
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- Used Elena's Holy Wave only after John was adjacent, so the action could inspire more than Elena herself.
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- If Holy Wave is available immediately when Elena appears, do not spend it unless she is already adjacent to a
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friendly unit or there is a specific emergency reason.
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- Day 11 reinforcement attack:
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- Elena got melee commands against `(7,9)` and `(8,10)`. Chose `(8,10)` first because `(7,9)` had repeatedly looked
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like the Tarn/front-leader unit.
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- Moved John to `(9,9)`, which opened a charge against `(8,10)`.
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- Used John's charge and then his follow-up melee against `(8,10)`.
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- Practical rule: once Elena and John arrive, pair their attacks on the same non-Tarn unit before taking leader-risky
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engagements.
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- Probable defeat/reset signal:
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- Continued John melee attacks against `(8,10)` through day 14.
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- After the day-14 melee, the Shardok stream emitted `shardok-reset` for the same battle id
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`ce7be1272b8b4456_1_df540967`.
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- The battle token reset to `6` and commands returned to the original opening placement commands, while Eagle status
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still reported `BATTLE_IN_PROGRESS`.
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- This most likely means the battle was lost, but the text client did not surface the loss explicitly. Treat a reset
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after a long battle as a probable defeat signal unless server state proves otherwise.
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- For the live run, replay the reset battle with a more conservative setup and keep Sadar out of the first contact
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line.
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- Replay setup after reset:
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- Rakon's Loyalists at `(10,11)`.
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- Onmaa Defenders at `(8,10)`.
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- Hunters of the Steppe at `(9,11)`.
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- Rationale: put Sadar deep, use Onmaa Defenders as the first contact screen, and keep archers close enough to shoot
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without becoming the front line.
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- Replay tactical adjustment:
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- Day 2: enemy units still reached Sadar quickly. Moved Rakon's Loyalists away instead of dueling or meleeing.
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- Day 3: moved Sadar again, then moved Hunters of the Steppe out of melee contact.
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- Day 4-5: continued withdrawing Sadar north/east and pulled the archer back instead of trading melee.
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- Elena arrived with Sadar still alive and mobile. Move Elena east immediately; do not spend Holy Wave while isolated.
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- John arrived after Elena. Use Elena for contact, march John east, and let Sadar contribute only with archery while
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he remains out of melee.
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- Second probable defeat/reset:
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- The replay kept Sadar alive through both reinforcements and reached day 20.
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- After repeated John melee against the remaining contact at `(6,7)`, Shardok emitted another `shardok-reset` for the
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same battle id and returned to the original placement command list.
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- This reproduced the reset behavior from the first attempt and likely means the replay was also lost. Stop treating
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the current live game as a successful tutorial source until the loss condition is visible in the text client or
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confirmed from server state.
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- Failed castle-hold variant:
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- Onmaa castle tiles are `(6,12)`, `(8,11)`, and `(10,11)`.
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- Rakon's Loyalists at `(10,11)`.
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- Onmaa Defenders at `(8,11)`.
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- Hunters of the Steppe at `(6,12)`.
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- Early result: this was much stronger than the previous formations. When no attacks were available, ended turn
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instead of moving off castles. When longbow shots were offered, used Hunters of the Steppe from `(6,12)`. When
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enemies stepped adjacent, used ordinary castle melee, but continued to avoid duels.
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- What failed:
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- The battle still reset after day 22, returning the same battle id to token `6`.
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- The late phase degraded into too much Holy Wave/Reduce and too little direct pressure. Treat that as the wrong
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plan for this tutorial battle.
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### Successful Opening Battle
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- Won in game `-3568010721410464682`, battle `ce7be1272b8b4456_1_df540967`.
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- Winning setup:
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- Sadar/Rakon's Loyalists at `(10,11)`.
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- Onmaa Defenders at `(8,11)`.
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- Hunters of the Steppe at `(6,12)`.
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- Main rule: hold the three castle tiles with the starting units until the enemy gives useful attacks. Do not walk the
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starting units off the castles just because movement commands are available.
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- Early turns:
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- End the first defender turn when only movement/fire commands are available.
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- Use Hunters of the Steppe for archery whenever possible, usually into the non-Ikhaan targets at `(5,10)`,
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`(5,11)`, or `(7,10)`.
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- Use ordinary melee from castle tiles when the enemy steps adjacent.
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- Sadar may duel non-Ikhaan targets. In the winning run, actor `4` used `CHALLENGE_DUEL` against targetUnit `2`.
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- Avoid Sadar's duel against targetUnit `3` at `(9,10)`; that target behaved like Ikhaan Tarn. Ordinary melee into
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that adjacent target was still used later, but the duel was skipped every time.
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- Reinforcements:
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- Elena arrived as actor `7`. March her directly toward the castle line instead of spending Holy Wave while isolated:
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`(11,3)`, `(8,5)`, `(8,8)`, then `(8,11)`.
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- John arrived as actor `8`. Rush him toward the castles: `(6,4)`, `(10,7)`, then `(8,10)`.
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- Once John and Elena reach the line, use their melee attacks immediately. In the winning run both repeatedly attacked
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the non-Ikhaan target at `(7,10)`.
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- After that target dropped, chase the remaining left-side contact with John and Elena together. John moved to
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`(4,11)`, Elena to `(5,10)`, and John finished the battle with melee at `(5,11)`.
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- Do not make Holy Wave or Reduce the plan. The successful run won without using Holy Wave or Reduce in the decisive
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phase; direct archery, castle melee, and reinforcement melee were enough.
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- Post-battle aftermath:
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- The battle resolved to Eagle commands and offered three captured heroes: `201`, `202`, and `203`.
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- Recruit attempts were refused for all three, then each was imprisoned.
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- After the captured-hero prompts cleared, normal strategic commands returned at province `14`, starting with
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`ImproveAvailableCommand`.
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### Strategic Play After Opening Battle
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- Immediate recovery priorities:
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- Improve Onmaa's economy and agriculture before starting a war.
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- Use Alms sparingly if support is low, but watch food and treasury.
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- Train existing heroes/units before marching. The opening win leaves enough time to build before attacking.
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- Troop organization notes:
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- Onmaa initially exposed only `LightInfantry` and `Longbowmen` as constructible in the command surface.
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- An invalid organize attempt tried to top up preexisting heavy units and hit the server error
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`HeavyInfantry was not among constructible battalion types Vector(LightInfantry, Longbowmen)`.
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- Safe commands in the live run were:
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- Top up the existing light infantry battalion.
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- Create a new longbow battalion. The text-client payload that worked used numeric enum value `4` for Longbowmen.
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- Do not assume existing heavy battalions can be reinforced just because they already exist in the province.
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- Marching rule:
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- Do not march Sadar in the first expansion army. Leave him in Onmaa and send the non-leader army instead.
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- The live run sent Elena, John, Agamemnon, and Old Marek from Onmaa to Nikemi, then on to Kojaria.
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- Send supplies forward after the army reaches Nikemi; do not strand the field army without food.
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### Failed Hedrick Attack
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- Target: Kojaria, held by Hedrick the Hedge-Merchant's faction.
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- Army: four non-Sadar heroes, about 1954 troops, including the new untrained longbow battalion.
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- Strategic safety result:
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- This was better than marching Sadar alone. A reset here did not immediately imply player defeat because Sadar
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stayed home.
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- It still appears to be a losing tactical plan.
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- Tactical setup:
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- Placed the army on the west edge and advanced toward Hedrick's single 1000-troop stack.
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- A first attempt surrounded Hedrick and used repeated melee. It reset after an infantry melee, likely a loss.
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- A second attempt used more spacing:
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- Move John/engineer to the firing lane first.
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- Use archery whenever it appears.
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- Move cavalry into contact only after ranged damage is available.
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- Avoid actor 0 infantry melee and avoid making Reduce/Holy Wave the core plan.
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- What worked better:
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- The stable pattern was archery from actor 0 when available, archery from the new longbows when available, and
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cavalry melee from Old Marek.
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- Extinguishing fire with the longbows was useful when the enemy lit the cavalry contact square.
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- What failed:
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- Even with repeated archery and cavalry melee, the battle dragged to day 12 and then reset after another cavalry
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melee.
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- A single late Reduce did not visibly break the stalemate.
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- The new longbow battalion had `0.0` training and `0.0` armament in the stale strategic snapshot, so it may have
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contributed much less than its troop count suggested.
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- Practical conclusion:
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- Do not attack Hedrick immediately after creating a raw longbow battalion.
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- Build a stronger army first: train and arm the new longbows, improve the economy/agriculture enough to support
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better reinforcements, and consider taking easier provinces or waiting until the army has more developed units.
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- If attacking Hedrick, treat his 1000-stack as a boss fight. The current safe-looking four-hero army was not enough
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to finish it reliably.
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