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Carrion Woods?
Any good hints/strats for late age pangeae in using the Carrion Woods global,and basing a strat on it?
And is a good idea overall to use? Since it is a global enchantment,which means its bound by the 5 globals rule,as well as can be easily dispelled. Not to mention your own population death,which you are not going to get an advantage from at all,espically once they do release your enchantment |
Re: Carrion Woods?
I haven't really messed with it in Dom3, but Carrion Woods was a powerful theme in DomII. The hordes that you get from it are weak in several ways- low protection and vulnerable to both the anti-magic being astral spells and anti-undead spells, but they are also vicious and numerous, especially if backed up with casters and other troops. The darkness BFE and and Swarm spamming Pans worked well.
I'm thinking that in Dom3 the way to go would be to try for Mother Oak first and then Carrion Woods. Since it is not directly offensive, i'm not sure that it really would be that easily dipelled. Many nations do not have the astral, and it's harder to go sideways. Unlike, for instance, Burden of Time or Wrath of God, it will not nessicarily inspire a group effort to dispel it since it does not directly affect everyone. |
Re: Carrion Woods?
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Though actually, wading through all those freespawns can feel like wading through some viscous material. (ie slow to go through, yet poses no real threat http://forum.shrapnelgames.com/image...ies/tongue.gif) |
Re: Carrion Woods?
lol, also iirc they (atleast some) heave sleepvines, making them great for swamping SC's with.
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Re: Carrion Woods?
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But the thing i'm concerned for is not the dispel spells,but more or less the 5 global limit,which one can easily get pushed out for when many are looking for other enchantments. |
Re: Carrion Woods?
I did not it yet either, though judging from the performance of Soulgate i'd say - it might, possibly, be somewhat useful in an EA game if you go straight for it and have a lot of provinces with strong dominion. In MA you'll have better things to do with the gems and in LA, well, the autospawns aren't viscous enough to even slow the other nationals down.
Autospawn dominions were quite powerful in Dom 2, you could use your free spawns for some hyperexpansion early on and switch to summoned troops when they become obsolete. Enchantment 8 and 90 gems don't agree with early expansion though. |
Re: Carrion Woods?
So far I have cast Carrion Woods as an afterthought. EA Pangaea can only cast it if the pretender is designed to cast it. LA can cast it with a few items on a panic.
Its a more reasonable spell for LA Pangaea. Atm I am playing a single player game with them, and plan on casting it late game. The returns are pretty decent, basically it is like the various Carrion Commander's reanimation that affects all provinces you control in your domain. The stronger the domain in the province, the better the returns. Notable "neat" units include Carrion shaped like elephants that have high HP and trample, and the Sagitarius who is sacred. Getting these units seems streaky as far as the "random roll of the dice" goes. I like the spell, but I can't imagine it being very useful in a multiplayer game unless you were already winning. P.S. Late Era Pangaea is incredible. It has all the commanders of EA Pangaea except the Hierophant, and it adds new units that are amazing. The pans don't attract Manaids, and I miss my centaur archers, but wow, what a fun and diverse LA nation. |
Re: Carrion Woods?
Elephants are nice,but what does growth do for it,and is it worth getting growth at all for Carrion? Since it is really un needed for pangeae late age (Which im speaking of for now,since it seems the most likely to cast)
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Re: Carrion Woods?
I took growth 3 last time I used the spell. My current game is death 3 so in a few days I will be able to give you an estimate of how the scales affect it.
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