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-   -   tactic vs underwater (http://forum.shrapnelgames.com/showthread.php?t=17072)

reverend December 16th, 2003 01:45 PM

tactic vs underwater
 
since i'm mostly playing ulm (have to, i live there http://forum.shrapnelgames.com/images/icons/icon10.gif ), i have a problem when facing underwater nations (espacially r'lyeh). i can repel their attacks, throw them back into the sea if they conquer one of my provinces.

but i want to take the battle to them. ulm (at least with my setup) isn't that good at magic. i usually go with earth and fire magic, which gives some good items, and fire magic helps in land battles. underwater of course it's nearly useless.

conquering an amphibian inhabited province seems the best way so far. i'm curious whether there are better ways. would empowering work? give a commander or spellcasting mercenary water magic?

NTJedi December 16th, 2003 04:34 PM

Re: tactic vs underwater
 
If your Ulm and fighting an enemy from underwater then I suggest you invest in either Air, Water or Death magic. These magics will allow ways for you to fight back... either by creating items or casting spells.

conquering an amphibian inhabited province will take many turns to raise an army.

[ December 16, 2003, 14:35: Message edited by: NTJedi ]

ywl December 16th, 2003 05:11 PM

Re: tactic vs underwater
 
Quote:

Originally posted by reverend:
since i'm mostly playing ulm (have to, i live there http://forum.shrapnelgames.com/images/icons/icon10.gif ), i have a problem when facing underwater nations (espacially r'lyeh). i can repel their attacks, throw them back into the sea if they conquer one of my provinces.

but i want to take the battle to them. ulm (at least with my setup) isn't that good at magic. i usually go with earth and fire magic, which gives some good items, and fire magic helps in land battles. underwater of course it's nearly useless.

conquering an amphibian inhabited province seems the best way so far. i'm curious whether there are better ways. would empowering work? give a commander or spellcasting mercenary water magic?

<font size="2" face="sans-serif, arial, verdana">Crusher and the Clockwork Horror should be amphibian though they might fight well enough.

Gandalf Parker December 16th, 2003 05:25 PM

Re: tactic vs underwater
 
Most water units fight badly (if at all) on land. And land units tend to fight badly in water. What I tend to do is build an army that can go into the water (constructs, undead, shamblers, whatever) and when a water-capable set of mercs come up I let that decide my timing.

I try to take one out of the way spot so I can start building up WATER units there. Dont keep marching forward and spread yourself too thin. It works best to try and take water provinces with water units.

Remember that any mage with a water magic skill can enter the water. If it has more than one water magic it can take another ait-breather (1 for each water point) with him.

Teraswaerto December 16th, 2003 05:57 PM

Re: tactic vs underwater
 
Quote:

Originally posted by Gandalf Parker:
Most water units fight badly (if at all) on land.
<font size="2" face="sans-serif, arial, verdana">I think illithids would disagree with this statement. http://forum.shrapnelgames.com/images/icons/icon12.gif

December 16th, 2003 06:08 PM

Re: tactic vs underwater
 
Golems do very well against the Squiddies, investing in a few of those to get a foothold works very well. Remember when fighting Squiddies; it's the numbers that really matter. If they can mind bLast 50 'elite' units and you only have 75, you are fairly bad off. However, if they can mind bLast 50 and you have 200 trash units, you'll win nearly every time.

ywl December 16th, 2003 07:04 PM

Re: tactic vs underwater
 
Quote:

Originally posted by Zen:
Golems do very well against the Squiddies, investing in a few of those to get a foothold works very well. Remember when fighting Squiddies; it's the numbers that really matter. If they can mind bLast 50 'elite' units and you only have 75, you are fairly bad off. However, if they can mind bLast 50 and you have 200 trash units, you'll win nearly every time.
<font size="2" face="sans-serif, arial, verdana">Golem is good - obviously.

Golem needs Astral. Something that a "magically poor" Ulm doesn't usually have. It also needs Construction 7, comparing to Crusher and Clockwork Horrors at Construction 5. And also, Golem is susceptible to Mind Duel of R'lyeh. It's fine versus computer but could be dangerous if it's against human.

December 16th, 2003 07:10 PM

Re: tactic vs underwater
 
http://forum.shrapnelgames.com/images/icons/icon12.gif

Yes, the reason I said Golem is because they are 'little SC's vs Squiddies and when taking on any underwater any nation you will have alot of provinces that can attack your coastal lands and you can attack as well.

Also Golem is a Commander, so it does not need a commander to drive him around; which is one issue that you will find with armies of Crushers and Clockworks; if their mage commander(s) die (because he's the only thing with a mind, so all the Squids target them) they all die too http://forum.shrapnelgames.com/images/icons/tongue.gif

reverend December 16th, 2003 09:48 PM

Re: tactic vs underwater
 
great input!

hadn't really thought of constructs / golems. shows how much i still have to learn. (only got the game yesterday)


Quote:

Remember that any mage with a water magic skill can enter the water. If it has more than one water magic it can take another ait-breather (1 for each water point) with him.
<font size="2" face="sans-serif, arial, verdana">does this include empowered spies? one scuba-diving scout should help determine where to attack with the rest of the army. the construct approach sounds good since i'm researching construction anyway, but i think i'll go with masses of shamblers. never really had a gold problem, and they cost only 1 resource per unit. should be enough to form the bridgehead. (or whatever they call it underwater http://forum.shrapnelgames.com/images/icons/tongue.gif )

and, yes, this is vs. AI.

SurvivalistMerc December 16th, 2003 10:12 PM

Re: tactic vs underwater
 
Reverend,

Empowerment costs 50 gems for the first level of skill.

It might be better to empower another mage if you have no one skilled in water...and then just give shambler skin armor to your spy.

I like the armor for unarmored units because it gives a bit of protection and costs the same as a water breathing ring. http://forum.shrapnelgames.com/images/icons/icon7.gif Not that protection will help your scout much if he's discovered.

Taqwus December 16th, 2003 10:15 PM

Re: tactic vs underwater
 
There's also Water Cult, but since it only helps sacred units it's not necessarily the best choice for Ulm...

Jasper December 17th, 2003 07:16 AM

Re: tactic vs underwater
 
As YWL said, but IMHO didn't really emphasize enough, Golems suck against R'lyeh. Sure, it's immune to Mind BLast, but some Teleporting Starspawn will just spank you with Magic Duel, as a Golem only has Astral 2.

-Jasper

Endoperez December 17th, 2003 07:54 AM

Re: tactic vs underwater
 
You can always equip the golem with Slave Collar... You need one blood, but you can hunt the slaves for empowerment even without any blood income or mages.

Pocus December 17th, 2003 08:12 AM

Re: tactic vs underwater
 
Quote:

Originally posted by Endoperez:
You can always equip the golem with Slave Collar... You need one blood, but you can hunt the slaves for empowerment even without any blood income or mages.
<font size="2" face="sans-serif, arial, verdana">why slave collar? It only boosts morale IIRC.

Teraswaerto December 17th, 2003 03:25 PM

Re: tactic vs underwater
 
It makes the wearer feebleminded, not sure if that helps though. Does feeblemind make you lose all magic skills or just unable to cast spells?

Chris Byler December 17th, 2003 04:27 PM

Re: tactic vs underwater
 
Quote:

Originally posted by Teraswaerto:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by Gandalf Parker:
Most water units fight badly (if at all) on land.

<font size="2" face="sans-serif, arial, verdana">I think illithids would disagree with this statement. http://forum.shrapnelgames.com/images/icons/icon12.gif </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">Let them disagree with my longbow regiments. http://forum.shrapnelgames.com/images/icons/icon12.gif

ywl December 17th, 2003 05:35 PM

Re: tactic vs underwater
 
Quote:

Originally posted by reverend:
great input!

hadn't really thought of constructs / golems. shows how much i still have to learn. (only got the game yesterday)


</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Remember that any mage with a water magic skill can enter the water. If it has more than one water magic it can take another ait-breather (1 for each water point) with him.

<font size="2" face="sans-serif, arial, verdana">does this include empowered spies? one scuba-diving scout should help determine where to attack with the rest of the army. the construct approach sounds good since i'm researching construction anyway, but i think i'll go with masses of shamblers. never really had a gold problem, and they cost only 1 resource per unit. should be enough to form the bridgehead. (or whatever they call it underwater http://forum.shrapnelgames.com/images/icons/tongue.gif )

and, yes, this is vs. AI.
</font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">If you got enough water gems income, it's cheaper to empower *one* mage to Water one and have him forge "Ring of Water Breathing" (5 gems, Construction 2) or as another person said, Shambler Skin Armor (also 5 gems, Construction 2). There are other items to get you into the water but they're probably out of easy reach for Ulm.

Joonie73 December 17th, 2003 06:53 PM

Re: tactic vs underwater
 
This is not my experience at all! Illithids eat my Niefel Giants alive & the top Altantean heavy infantry are tough.

Quote:

Originally posted by Gandalf Parker:
Most water units fight badly (if at all) on land. And land units tend to fight badly in water. What I tend to do is build an army that can go into the water (constructs, undead, shamblers, whatever) and when a water-capable set of mercs come up I let that decide my timing.

I try to take one out of the way spot so I can start building up WATER units there. Dont keep marching forward and spread yourself too thin. It works best to try and take water provinces with water units.

Remember that any mage with a water magic skill can enter the water. If it has more than one water magic it can take another ait-breather (1 for each water point) with him.

<font size="2" face="sans-serif, arial, verdana">

Gandalf Parker December 17th, 2003 07:37 PM

Re: tactic vs underwater
 
Quote:

Originally posted by Joonie73:
This is not my experience at all! Illithids eat my Niefel Giants alive & the top Altantean heavy infantry are tough.

<font size="2" face="sans-serif, arial, verdana">I understand that. Its why I put the word "most" into the statement.


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