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Re: Are heavy bless strategies the best ones ?
Even with MP I would be leary of an absolute answer that didnt also mention map sizes, number of players, and victory conditions. Though it is likely that it would reflect small maps, under 6 players, and kill-all victory since those games play quick and therefore are the most common.
Have we had an extreme contest yet? In Dom2 I achieved all 4's with 2 or 3 9's while taking all harsh scales (no sleepers back then). It would be interesting to see how that works against a pretender with just 2 9's and scales that allowed stronger troop building |
Re: Are heavy bless strategies the best ones ?
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I think you have a pretty cynical outlook on the game. |
Re: Are heavy bless strategies the best ones ?
KissBlade,
What you say is true, however in larger games diplomacy can keep a soft target from getting into early wars. Granted, it's a gamble, and you're leaving survival up to things you can't really control. |
Re: Are heavy bless strategies the best ones ?
On larger maps most of that becomes untrue also. Drain? magic plays no role? Death has no affect? Im not sure if Victory Point games might also make a difference on some of it and since the devs love VP games I sure wouldnt write those off. And thats not to mention games that might crank up the magic, or crank down the resources, or boost magic sites.
Some people tend to play Dom3 with the same settings all the time. Same map size, same number of players, same victory conditions. That cant help but paint a "do this and always win every game" feeling. Interestingly many of the same people tell Solo players that staying inside that limitation will get old and ruin the game for them. http://forum.shrapnelgames.com/images/smilies/happy.gif |
Re: Are heavy bless strategies the best ones ?
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Also, the highly blessed nations after be very aggressive in the early part of the game, this is a disadvantage as it can lead them getting into multi front wars. Also you can easily end up with two players who have taken a high bless strategy (I define high bless startegy as 2 lvl 9+ blesses), fighting each another. Either of which suits the player who has a cheap dragon or wrym and good scales. Like everything in MP its a caculated risk. The player who takes a high bless is relying on capturing double the normal land and crushing 1 or 2 players in the first 30 turns without encountering serious trouble. The good scales player is gambling on being left alone to develop for the first 30 turns and will give land, offer to forge items, supply/trade gems, offer non-aggression pacts here there and everywhere in order to achieve that. |
Re: Are heavy bless strategies the best ones ?
I think that most of the Dom3 changes (from my point of view) were geared toward expanding solo play which makes up nicely for Dom1 and Dom2.
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Re: Are heavy bless strategies the best ones ?
Well, when I'm playing, I try to pick up that pasta that other ignore and use it. Sometimes I'm surprised how well it actually works in combination with another piece none cares about.
For example, the "repel" ability that units with long weapons almost always get a chance to use seems to be something that people frown at. "Why buy these pikemen with lower damage when I can get these - though more expensive but holy - guys with broadswords instead?". Well, combine them with some simple spells like "Agony" and watch them work. And remember, you get a lot of these guys as they are much cheaper than most holy units; this wall of spears can actually rout a force much more costly, with better stats and blesses in combination with simple low level magic. Agony = low morale Low morale = More difficult to overcome repel Possible outcomes in combat: Totally repelled = no high level blessed augmented attack taking place Overcoming repel = 1 hp damage on a now low morale unit No repel = counter with more numbers and cheapo spells like earth meld/slime/entagle or why not extremely cheapo netters with spears? Add to this ordinary attacks from the repellers + repellers outnumber the attackers = Less defense on attackers for each attack = more successful repels. All those 1 hp damage + ordinary attack damage + low morale (agony) makes it more difficult to overcome repel - this makes them take a lot of morale tests. Combine them with some good fast units and/or holy blessed units attacking rear and you have a blast. What if agony is resisted by all the units in its area of effect? Just throw it again and again and again. It is cheap. Or why not iron/stoneskin/ethereal/etc one of your mages and send him/her into the fray with a group of units with guard commander command scripted. Let the mage cast a lot of those almost no fatigue close combat spells; they are extremely fatigue cheap, high damage, and some have a rather big area of effect. Use a lot of low magic mages why don't you? Take care of expensive blessed Vans with fatigue 5 burning hands. It does 13+ fire damage in the square next to the caster. 5 stoneskin + luck or whatever mages will take care of a lot of Vans. Why not combine them with repelling spearmen? This game has way more possibilities than first meets the eye. |
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