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-   -   Broken Nations (http://forum.shrapnelgames.com/showthread.php?t=31280)

upstreamedge October 24th, 2006 10:33 AM

Broken Nations
 
I think some of the nations are broken, and I want to know weather people agree with me or I just am bad at this game.

LE Ermor, Ashen Empire- I have found that there is no way to compete with the amount of troops, and points from the negative scales, and the power of those negative scales. Oh ya, and all the death gems.

LE R'yleh, Dreamscape- Vastness on turn 3, enough said

Nerfix October 24th, 2006 10:36 AM

Re: Broken Nations
 
LA Ermor, well, people have managed to kill off Ermor before, they can do it again. In the past it mostly featured making sure AI is not up against it and ganging against it in multiplayer... http://forum.shrapnelgames.com/image...ies/tongue.gif

LE R'lyeh is a beast, but I've never seen a Vastness by turn 3. Actually, I've had worse luck than usual with their void summonings as the gate keeps sucking my mages into it.

Teraswaerto October 24th, 2006 10:39 AM

Re: Broken Nations
 
Banishment takes care of the Ermor hordes.

Nerfix October 24th, 2006 10:40 AM

Re: Broken Nations
 
I'd say that EA Van and Hel need to be re-evaluated. As of now they are insanely powerful with everything from acces to Blade Wind (the ultimate combat spell in EA) to Air magic (and everyone knows how good it is) to troops that can sneak and are superb in combat.

CogDissident October 24th, 2006 10:58 AM

Re: Broken Nations
 
Ashen eremor is easy, you just need to produce priests everywhere. If your fighting them, then every temple you have should be spitting out a priest every turn, because 1 priest can kill about 10 undead per round, even an 800 unit horde falls to 20 generic priests (which cost equal to a castle, 1000gp total) in 4 combat turns (well, maybe more like 6-8 because you'll start to miss after you kill the first 400). But you just put some units on hold+attack in front to keep the undead off your priests, and theres no way that they'll do anything. Killing 800 undead without losing anything significant is certainly a way to annihilate eremor easilly.

Graeme Dice October 24th, 2006 11:15 AM

Re: Broken Nations
 
Quote:

upstreamedge said:
LE R'yleh, Dreamscape- Vastness on turn 3, enough said

What's scary about a vastness? It can barely deal with triton independents when alone, so your own nations troops should have no problem.

Nerfix October 24th, 2006 11:22 AM

Re: Broken Nations
 
Quote:

Graeme Dice said:What's scary about a vastness? It can barely deal with triton independents when alone, so your own nations troops should have no problem.

It's a nice Mind Blast battery and Blood Vengeange is always giggly. But it's not good on melee.

Peter Ebbesen October 24th, 2006 11:25 AM

Re: Broken Nations
 
Quote:

upstreamedge said:
LE Ermor, Ashen Empire- I have found that there is no way to compete with the amount of troops, and points from the negative scales, and the power of those negative scales. Oh ya, and all the death gems.

Lesson one about fighting Ashen Empire: The REAL war has little to do with number of troops and everything to do with commanders.

So long as you focus on number of troops where Ashen Empire is concerned, you are worrying about the wrong thing and are setting yourself up for defeat if fighting a human controlled Ermor.

There are lots of ways to deal with the troops (drive-by-priesting for attrition, archery and high protection units shielding ranks of mages using the anti-undead spells or priests banishing for all they are worth, and later in the game you can use mass casualty battlefield spells) - the real war is killing off their commanders. As a rule of thumb, the loss of a single Dusk Elder or Arch Bishop hurts an Ermorian player more than the loss of a few thousand troops on all but the smallest of maps.

The only nations I consider close to broken are those with sacred units with high survivability, high overall stats, preferably two attacks, AND cheap production costs. Very few nations have the combination of all four, but those that do are absolute monsters with a F9W9 blessing strategy.

A few nations, mainly from the early age, come to mind as being in the "those sacred should cost way more gold and resources than they do currently" category, namely Vanheim, Helheim, and, to a lesser degree due to lesser survivability, Sauromatia. Their sacred units would still be good for high-bless strategies if their gold and resource costs were doubled.

Nerfix October 24th, 2006 11:27 AM

Re: Broken Nations
 
Sauro's blessables suffer from the One attack that is #nostr syndrome, but they are admitedly nasty.

DominionsFan October 24th, 2006 11:33 AM

Re: Broken Nations
 
Quote:

Peter Ebbesen said:
Quote:

upstreamedge said:
LE Ermor, Ashen Empire- I have found that there is no way to compete with the amount of troops, and points from the negative scales, and the power of those negative scales. Oh ya, and all the death gems.

Lesson one about fighting Ashen Empire: The REAL war has little to do with number of troops and everything to do with commanders.

So long as you focus on number of troops where Ashen Empire is concerned, you are worrying about the wrong thing and are setting yourself up for defeat if fighting a human controlled Ermor.

There are lots of ways to deal with the troops (drive-by-priesting for attrition, archery and high protection units shielding ranks of mages using the anti-undead spells or priests banishing for all they are worth, and later in the game you can use mass casualty battlefield spells) - the real war is killing off their commanders. As a rule of thumb, the loss of a single Dusk Elder or Arch Bishop hurts an Ermorian player more than the loss of a few thousand troops on all but the smallest of maps.

The only nations I consider close to broken are those with sacred units with high survivability, high overall stats, preferably two attacks, AND cheap production costs. Very few nations have the combination of all four, but those that do are absolute monsters with a F9W9 blessing strategy.

A few nations, mainly from the early age, come to mind as being in the "those sacred should cost way more gold and resources than they do currently" category, namely Vanheim, Helheim, and, to a lesser degree due to lesser survivability, Sauromatia. Their sacred units would still be good for high-bless strategies if their gold and resource costs were doubled.

mictlan, and tienchi are also very strong in the EA in blitz games. You can mass produce the cheap and good sacreds. Nifelheim is also very good, however their sacreds at least expensive.

AE Ermor is a special nation, and dont think that you can beat AE Ermor with a simple priest - banish tactic. http://forum.shrapnelgames.com/images/smilies/wink.gif


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