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Re: c\'tis themes
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Re: c\'tis themes
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Re: c\'tis themes
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Also, better admin forts no longer get you huge amounts of extra gold as they did in Dom I (this is a good thing IMO). I think assuming that you will never have to defend your own forts is arrogant to the point of idiocy. If you really have that huge a margin of superiority over your opponents it doesn't matter what fort you take. Furthermore if the fort buys you enough time to bring up a reinforcing army and coordinate it with a sortie (while your opponent hesitates to expose more troops to Miasma or starvation)... |
Re: c\'tis themes
I like Swamp Guards as pretty much everyting else gets shot to pieces and somebodies got to take the arrows. Problem is do I like SGs enough to pay the race design costs involved in getting enough resources to really use them? This was always the dilema which hung C'tis in Dom I for me and as yet I haven't been convinced C'tis is free of it. As it seems you can build SGs everywhere the dilema may not be so bad. Particularily if you intend to use small unit of SG's almost exclusively as pin cushions.
As people have said using Undead to take the arrows is one way but you do lose them. In Dom 1 I often used a really small unit of SGs and relied on them not routing off screen due to their slow speed. Looking at the serpent dancers (sacred dudes) I wonder if there is some way of making them work with a water based pretender so that their defense becomes absurd and they get an extra attack? Obviously a screen of undead is an option vs arrows and perhaps using elite warrios to race around the flank and take out the archers - though its cheaper to rout indie's than get in behind them and have to kill everyone. If you use undead to take the shots you could combo in poison slingers. The most promising option for me at this point is some sort of fear/bless tomb race which tries to scare its opponents away. I still haven't done the testing to see if I can get it to work and there are alot of pitfalls to overcome. Still if I can get the start to work then there is hope. I haven't really looked at the Miasma theme yet but would approach it something like - high defense Stronghold (Hill Fortress - maybe Fortress if its tough enough) plus Miasma and reasonably powerful dominion in a race planning for a long term win through insane death magic. Quite a focused/tight theme even if not a standard power approach. cheers Keir |
Re: c\'tis themes
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Plus, if you want two attacks, why aren't you taking falchioneers? They have two attacks (both pretty high damage) and still have reasonable protection. Quote:
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Of course, you can have your Sauromancers cast Terror, too (or if you are DT, have unpriests instead). But the Shaman are much scarier - cast Curse. Poisoned cursed units have a 25% chance of acquiring a new affliction every round (from the poison damage, even if they don't get hit). And IIRC there is no defense against poison slings except 100% poison resistance. Don't try to mix this with the more conventional LK/serpent/normal troops army, though. You'll banish your undead and poison your living. (The latter is less of a problem now that all C'tis troops have partial poison resistance, but it could still hurt.) Quote:
Anyway, I think earth magic has enough benefits. If there is a path that needs more benefits, it is still water, IMO. Quickness doesn't help enough when you just pass out from fatigue twice as fast. |
Re: c\'tis themes
a note on archer targetting : I see that all of you are speaking of screening your light troops with a rank of heavier shielded units.
You should take a second look to the tac AI, the archers jumped from 30 IQ to normal intelligence in dom2. No more you can fool them with 6 swamp guards ahead of 50 LI ! a good thing by the way |
Re: c\'tis themes
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I mean, there is no "fire at second line" order. You can order to fire at archers, but what if the units you want to target are NOT archers? (One other thing that puzzles me in the orders system is, there is apparently no way to order a set of squads to "keep formation" - sometimes I'd like a group of Hoplites to just move forward as much as the crossbowmen behind them need to get in range, but I can't find a way to do this - so in the end the Hoplites charge forward, get tired, and start getting friendly fire from the crossbowmen... http://forum.shrapnelgames.com/image...s/confused.gif ) |
Re: c\'tis themes
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Re: c\'tis themes
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I suppose you made your tests with Nagot the Shadow, aka the Prince of Death of Pythium http://forum.shrapnelgames.com/images/icons/icon12.gif [ November 09, 2003, 18:13: Message edited by: Pocus ] |
Re: c\'tis themes
I'm having my most successful demo game yet with regular C'tis. The serpent dancer/poison slinger combo is really deadly, and I have a blue dragon pretender with water 9/death 4, which means that dancers can attack and move faster and have a great defense value, are a bit scary which adds to the effect of poison from slingers and their own hits, and lizard kings can cast two fanaticisms per turn, which helps to keep them from routing. Double fanaticism also works great for the regular armies, as they almost never rout this way, and I just discovered that you can recruit sacred serpents in every fort, not just the home province. It's a bLast to play! http://forum.shrapnelgames.com/images/icons/icon7.gif
[ November 09, 2003, 21:32: Message edited by: HJ ] |
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