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-   -   Advis again F9W9 for ctis (http://forum.shrapnelgames.com/showthread.php?t=18896)

Yossar April 27th, 2004 11:14 AM

Re: Advis again F9W9 for ctis
 
How many woodsmen are you facing? With their mediocre defense and protection, wouldn't a bunch of crappy units (skeletons maybe) be able to take them or with shaman curses at least turn them into giant walking afflictions?

[ April 27, 2004, 10:15: Message edited by: Yossar ]

Firebreath April 27th, 2004 11:41 AM

Re: Advis again F9W9 for ctis
 
Poison slingers and skeletal hordes http://forum.shrapnelgames.com/images/icons/icon7.gif
A few undead behemoths on the flanks should work nicely too.

Anglachel April 27th, 2004 03:56 PM

Re: Advis again F9W9 for ctis
 
True, they would be harder to hit but doesn't missle fire circumvent defense? If they have poor protection then they would be vunerable to fire and flee tactics or a horde of unbreakable troops(undead) could swarm them till their fatigue is so high that a 14 defense won't do much for them.

Baalz April 27th, 2004 06:03 PM

Re: Advis again F9W9 for ctis
 
The trick is to overwhelm them with fodder. Just send as many soulless as you can raise, supplement with light infantry and mages raising dead. Before you know it those spastic fire weilding maniacs will drop from exhastion, especially if you can get them in a warm climate (ie C'tis dominion).

Huzurdaddi April 27th, 2004 06:44 PM

Re: Advis again F9W9 for ctis
 
Quote:

That almost seems like suicide: Turmoil AND Misfortune? I would have traded down to Sloth-3 for Order-1, maybe another tilt of Misfortune for Order-2, and maybe a hit of death for Order-3. Turmoil and Misfortune don't mix.
<font size="2" face="sans-serif, arial, verdana">You are right. Sloth is clearly the way to go as woodsmen ( and Vans ) do not require much in the way of resources.

And the Vans *really* chop things up. Sadly I can not get the Order-3 that I usually use with Vans as they cost so much.

josh_f April 27th, 2004 10:12 PM

Re: Advis again F9W9 for ctis
 
The way to handle this is simple. 1 Lizard King set to cast fanaticism and 75 light infantry divided into three squads and set to fire at closest. If you can afford it add a sauromancer or two set to cast terror, and a couple shamans casting curse. If you are fighting the giants in your own dominion, you should be able route them easily. Swarms of predator lizards should also work, reasonable well, although you will take heavy losses. The key is a Lizard King casting fanaticism.

wolfkinsov April 27th, 2004 10:27 PM

Re: Advis again F9W9 for ctis
 
That is good advise, everything Graeme said was great but what I could not come up with was something to do with my available resources that could hurt this guy and force him to negociate. Otherwise he was just going to role over me because the Poison dancers were just getting slaughtered but the Jav from the LF can ignore the water blessing.
Thanks

Norfleet April 27th, 2004 10:41 PM

Re: Advis again F9W9 for ctis
 
Quote:

Originally posted by Baalz:
The trick is to overwhelm them with fodder. Just send as many soulless as you can raise, supplement with light infantry and mages raising dead. Before you know it those spastic fire weilding maniacs will drop from exhastion, especially if you can get them in a warm climate (ie C'tis dominion).
<font size="2" face="sans-serif, arial, verdana">I don't think Jotuns suffer in normal climate, and unless the climate is heat-3, you don't get the "Severe Heat" penalty to encumberance. Thus you won't get much benefit out of that.

Burial under swarms of Soulless is more an AE Ermor thing, however, as C'tis will rarely have enough unburied corpses lying around to raise a huge enough army of soulless....and it would have to be pretty huge indeed.

Graeme Dice April 27th, 2004 10:46 PM

Re: Advis again F9W9 for ctis
 
Quote:

Originally posted by Norfleet:
Burial under swarms of Soulless is more an AE Ermor thing, however, as C'tis will rarely have enough unburied corpses lying around to raise a huge enough army of soulless....and it would have to be pretty huge indeed.
<font size="2" face="sans-serif, arial, verdana">Each sauromancer can cast raise dead or raise skeletons 5 times before reaching 100 fatigue, so it's quite possible to overwhelm many opponents.

josh_f April 27th, 2004 11:18 PM

Re: Advis again F9W9 for ctis
 
Re: Heat.

Unless they changed the way heat penalty works from Dom 1. Heat penalty is based on your nations preferred Heat scale. Giants in heat 1 would have the same fatigue penalty as Ulm in Heat 3. Plus they'll have a 30% penalty to supplies, and giants need a lot of food.


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