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Re: TucoTuco
WHAT WAS YOUR DOMINION THEN??? http://forum.shrapnelgames.com/images/smilies/shock.gif (And where were your elephantes?)
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Re: TucoTuco
Dominion was set to 6 or 7.
I realised to late that elephants were my primary field troops. The ones I did make didn't hold up Ashdod for long though. |
Re: TucoTuco
Pity. (By Dominion I meant scales as well, by the way)
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Re: TucoTuco
Scales= Luck 1 , thats it.
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Re: TucoTuco
Would elephants even be that effective against Ashdod? Considering that the size difference is far less than it would be otherwise that might have an effect on trample, but then I could be wrong. Even if trample still worked just as well, the HP and protection on Ashdod's mainline troops (or at least the ones that Cerlin is using) is just too high for elephants to be effective against them in my opinion.
Personally I would have gone heavy magic research working towards level 4 thaumatugry to get paralyze and then churn out astrologers by the cartload. Also, Acro's high resource unit costs pretty much scream productivity scales. But hindsight is 20/20 so who knows. |
Re: TucoTuco
Oh ouch. http://forum.shrapnelgames.com/image...es/redface.gif
Dom 6, Luck 1, and..... the most incredible bless that no one ever gave to Arcos? http://forum.shrapnelgames.com/image...ies/tongue.gif I think if you were trying to use blessed Heart Brothers or whatever as the spearhead of your strategy, you might have been barking up the wrong tree there. Pretty sure Arcos prospers the best with a high scales strat, and can potentially do well with an awake SC (if you can do it cheaply enough) or a rainbow pretender. |
Re: TucoTuco
I really don't know. After all this is my first game multiplayer ever. I didn't even win one battle, lol.
Have pity on my poor strategically challanged self. |
Re: TucoTuco
So you used an awake wyrm with no awe? That's not really SC material.
Gotta agree with Jim on this one. Arco is very scales friendly. You have decent troops, and elephants that are effective in a variety of situations, but the most important thing Arco has going for it is the mages. With good variety in paths, and a strong communion you can do all sorts of scary and crazy things on and off the battlefield. I'd suggest an Order and Magic scales to maximize on your mages, and to use them sooner. As for this game, well.. don't beat yourself up about it, there's always another game. I also suggest you read up the strategy index. Even nations which you don't use (or just don't care for) have suggestions which transcend into other nations, or just general gameplay. |
Re: TucoTuco
Quote:
I definetly need to get a better grasp on the whole magic thing. http://forum.shrapnelgames.com/images/smilies/happy.gif |
Re: TucoTuco
Well, using him with some spells wouldn't have been a bad idea, but he would have been better off sleeping in that case, to get the necessary research in first (alt 3 and ench 3) for the ethereal, astral shield, luck, quicken self, and resist magic spells.
A wyrm with no awe and no researched spells can occasionally die to some of the tougher indies. Also, S3 puts him at risk of magic duel, so you'd need to be rather selective with where you sent you him. |
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