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-   -   Sacred Units!! (http://forum.shrapnelgames.com/showthread.php?t=35080)

JoJoKobe June 15th, 2007 12:37 AM

Sacred Units!!
 
Which Nation has the best Sacred Units in Early?
Middle?
Late?

I'd like to hear some opinions!!

Any idea on creating the best blessed units ever?

Thanks!

John

Micah June 15th, 2007 12:50 AM

Re: Sacred Units!!
 
EA: Helheim. Niefelheim kills everything early, but their sacreds have major problems once heavy magic comes into play.
Vanheim/Midgard win for Mid and Late I think.

Mictlan's sacreds in all eras deserve mention for sheer cost-effectiveness and ability to build their sacreds anywhere, but they're not "the best"

Abysia has very solid sacreds in all eras, but they're resource-heavy, unlike the other nations mentioned, so you lose 240 design points or so having to take production instead of sloth. Makes it hard to take an uberbless.

Sombre June 15th, 2007 01:15 AM

Re: Sacred Units!!
 
EA: Oceania. Can't leave the water, but they'll kill anything in it.

MA: Purely on how much better they are than the regular troops (there's no point in buying anything else), I'd say Jaguar Warriors.

LA: Jaguar warriors.

JoJoKobe June 15th, 2007 01:53 AM

Re: Sacred Units!!
 
I played Tien Chi in Early, their sacred is not bad. Then again that's the only race I played lol

llamabeast June 15th, 2007 05:18 AM

Re: Sacred Units!!
 
Micah - what problems do Niefelheim's sacreds have once heavy magic comes into play? I had an absolute nightmare killing Dr Praetorius' giants off in one game, even though I had a huge amount of research. Sauromatia though, so no fire magic - I guess pillars of fire would help.

Evilhomer June 15th, 2007 05:49 AM

Re: Sacred Units!!
 
Since they are so expensive niefelgiant armies tend to be rather small. Spells that are designed to take out tough units like paralyse/soul slay/gift from heaven/bane fire/pillar of fire etc should have a good chance to take them out.

Micah June 15th, 2007 06:23 AM

Re: Sacred Units!!
 
No need for evo 8, just try destruction + flaming arrows. Granted this combo works well against damn near anything sacred or not, but the giants don't really cut through chaff very fast since they need time for their auras to kick in, so they're not going to break through to the archers very quickly. Helheim has access to air mages for storm and arrow fend, plus lightning quick killing power to punch through an infantry screen. Plus if they're outmatched they can just stealth away.

Niefelheim also loses its best asset if the opposition can get off a warriors of niefelheim, or a frost ward blanket. Their nifty aura is stopped cold (couldn't resist, sorry). With CR each giant is only able to kill one opponent a round, and they won't have the advantage of being protected from melee damage by a pile of 100 fatigue enemies at their feet.

Nief is a very binary nation as far as sacreds. Either the enemy throws the right combo of troops and magi at you and utterly destroys you, or they don't and get rolled over without getting a single kill. They seem grossly overpowered until they run into the right opposition at which point they just sort of fold up like a card castle, killing a handful of chaff while they're being cut into pieces.

Much like an SC really, they have holes in their defenses somewhere. Astral SC? Well, hit them with magic duels and trade a handful of lizard shaman for a 100-gem investment. Awe-reliant or Soul Vortex SC? Undead spam them and watch them get chipped to death when their vortex doesn't heal them, no gems required. Also works great for any SC without crowd control, you can at least hit the 50 turn limit even if you can't kill them. Cut them off from retreating if you can. If they ARE decked out for crowd control hit them with your own SC with quickness and 2 AP weapons and watch them die. If they're somehow equipped to take on either of those their MR must be low since they've gotta be out of slots, so spam a few mind hunts or Vengeance castings at them...or in combat try some enslave minds, charms or soul slays. And obviously if they're not resistant to an element hit them with that.

If you just throw troops at any decently built SC you're just giving them free xp and maybe an affliction if you're lucky, but if you find the counter to them they're only going to take out some chaff before they end up dead, there's not much middle ground.

Meglobob June 15th, 2007 09:42 AM

Re: Sacred Units!!
 
Darkness + skelespam stops Niefelheims giants dead. Not too difficult a combo to pull off.

I would love to know how to stop Helheims sacreds thou, so far I have tried 30 mages scripted ice stikex2, frozen heartx3, cast spells. They were guarded with 200+ troops and I had 30 giffins blessed with twist fate who flew in at Helheims army straight away. Helheim cut throu my army no sweat. He had a similar size army but half of his were just archers!

I have also tried golems with astral tempest, water queen kitted out with bling, all sorts. Nothing seems to last more then 10 rounds with Helheim and thats if I am lucky!

Micah June 15th, 2007 10:08 AM

Re: Sacred Units!!
 
The queen died in the initial charge to the lance AP-damage bonus?

sum1lost June 15th, 2007 01:23 PM

Re: Sacred Units!!
 
In a sp game, they fell to acid spells and reef warriors pretty quickly

length 0 hoof takes poison damage.

thejeff June 15th, 2007 01:27 PM

Re: Sacred Units!!
 
Area effect poison does wonders.
Sauromatia's poison archers did a number on my Vanheres, but they are slower and unshielded.

For the repel on the length 0 hoof, (I assume you're talking about repel) doesn't it have to hit? Or do I misunderstand repels?

sum1lost June 15th, 2007 01:37 PM

Re: Sacred Units!!
 
Reef warriors have this cool little thing where attackers with length 1 automatically get hit by (I think weak) poison, thanks to coral armor. Which turns off glamour the next turn by causing damage.

After that they become much more vulnerable.

Valandil June 15th, 2007 02:38 PM

Re: Sacred Units!!
 
Hmm.
I really like ancestor vessals with W9D9. AFAIK both affect shooting and melée, hence, lots of howling affliction causing arrows. Unfortunately, pretender cannot cast either wind guide or flaming arrows.

Shovah32 June 15th, 2007 02:54 PM

Re: Sacred Units!!
 
I prefer ancestor vessels with a cheaper W9N4. The D9 extra damage dosnt work on shooting(just afflictions, i prefer to kill enemies than to cripple them) and the nature keeps afflictions away from my ancestor vessels which i consider a top priority. On all but the cheapest sacreds(flagellants/maybe mictlans) a heavy death bless seems a bit of a waste to me.

Meglobob June 15th, 2007 03:06 PM

Re: Sacred Units!!
 
Quote:

Micah said:
The queen died in the initial charge to the lance AP-damage bonus?

Yea, she probably did, should have had bodyguards I guess.

HoneyBadger June 15th, 2007 08:31 PM

Re: Sacred Units!!
 
With Niefelheim, the first thing you want to do is research the spell that lets them fly. That takes care of them having to wade through chaff while you fire flaming arrows and such at them.

They are really handicapped against undead though-I'll testify to that-so the best thing there is to switch from Niefels to the regular priests until you've researched Dust to Dust.

With Jarls, you have to think of each one as a piece in a puzzle. Very few tactics are going to work against every single thing a Jarl can do, and one Jarl can have a significant effect on an entire enemy army. So build atleast one specifically to counter whatever tactic you think your enemy is going to throw at you.

Equip one for MR-give him a starshine, a lead shield, and an amulet of antimagic-you'll have a unit with an MR up around or above 30. Give another one morale boosters and berserker buff, boost a third with 2 swords of sharpness, a horned helmet, a ring of the warrior, and as much quickness as possible, so he can deal with heavy SCs. Give a fourth an eye of aiming and a storm bow so he can take out casters using area effect. Make a fifth resistant to everything with elemental armor and a snake ring, and equip him with a hellsword. Give a sixth a ring of regen and an amulet of reinvigoration. Arm a seventh with a holy lance and make him your Prophet, so he can deal with undead infestations.

Put them all in the same army, with decent support, and atleast 1 of them is going to do a lot of damage to whatever would otherwise stop you.

Micah June 15th, 2007 10:59 PM

Re: Sacred Units!!
 
I'd much rather grab soul vortex than a spell that's easily countered by a storm (mass flight) and requires A4 when your leaders only have access to A1. At that point you'll also have arrow fend, making mass flight to counter flaming arrows somewhat redundant. Not to mention that flying units tend to get split up out of formation, which seems like a bad thing for the giants. Plus it's level 7 research compared to Flaming Arrows at level 4...

Shovah32 June 16th, 2007 11:46 AM

Re: Sacred Units!!
 
Flight, on the other hand, is much lower research and only requires A2. It only works on a single unit but with niefelheim that isnt too big a problem.

HoneyBadger June 16th, 2007 02:57 PM

Re: Sacred Units!!
 
A Niefel Jarl doesn't get split up out of formation-a Niefel Jarl *is* the formation http://forum.shrapnelgames.com/images/smilies/happy.gif

Jazzepi June 16th, 2007 03:09 PM

Re: Sacred Units!!
 
The only way to split up a Jarl's formation is with the edge of a sword.

Jazzepi

Valandil June 16th, 2007 04:00 PM

Re: Sacred Units!!
 
Or a rain of astral rocks.
Stupid Druids.


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