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Re: Countering End-Game Astral
I have destroyed alot of communions with multiple earthquake spamming, alternative to rain of stones. Also, battlefield wide fatigue spells give the communion less casting time and throw your opponents fatigue calculations off. Resulting in the entire communion dieing usually from going over 200 fatigue + available hps.
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Re: Countering End-Game Astral
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Re: Countering End-Game Astral
Soul Drain won't work on lifeless, so it's great for supporting Ermor's armies of the dead. Astral Tempest won't affect mindless, so again supports use of undead chaff and R'lyeh's slave troops. Unraveling doesn't hurt non-magical units, so most national troops are immune (although you'd better give all your mages as much MR as you can). They're mostly niche uses, which is one of the reasons they don't rank above Master Enslave in most people's minds.
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Re: Countering End-Game Astral
Arcane Domination would seem very niche, most magical beings tend to be long lived so Decay isn't very effective.
The feeblemind effect could be useful, though. Teleport in, feeblemind a good chunk of his mages, Return, Follow up with ground based army. Especially if he's using communion. The somewhat earlier Will of the Fates and Doom can both be significant in large battles, nothing like Master Enslave though. I have never seen more afflictions than my Fog Warriored, Regenerating, Doomed army after a 50+ turn battle. |
Re: Countering End-Game Astral
I'm in this situation as MA Pangea vs. MA Ermor in late game. Flying lead maenad hordes w/ minotaurs have been my most successful endeavor thus far. Especially because I have
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