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Counters to common threats
As Chris suggested, am pulling this out from Regnor's New Players Questions thread as a useful reference.
Large armies: • Bigger (or better) armies! • Thugs/SCs with high defence and/or protection, regen, AoE weapons or shields • Large area of effect or battlefield wide spells (possibly communion driven), including fire storm, earthquake, foul vapours, master enslave • Numerous raiding forces to take more than you lose from the 1 or 2 big armies against you • Stealth Armies taking provinces behind the enemies line • Assassinate leaders via assassins, mindhunts, remote spells (earth attack, situationally whirlwhind), seeking arrow • Remote spells – flames from the sky, murdering winter • Skelly spam Undead: • Low level spells such as solar rays, dust to dust, banishment • Higher level wither bones, solar brilliance, undead mastery, fire storm • Global spell purgatory if they are invading you • Anti-undead thugs Raiders: • Mind hunt (if they have no astral) • Teleporting thugs • Counter-raid • Castles Thugs/SCs: • Single target high precision elemental damage if not immune – frozen heart, incinerate • Penetration boosted astral magics of MR not very high – paralyse, soul slay • Death magics – life drain, disintegrate • Blood magics – leech, life for a life, the two level 9 prison spells • Counterthug – specifically designed to kill his target, typically something that will attack first turn while the SC buffs himself. • Horror spam Elephants (and other tramplers): • Large creatures/giants if you can field them • Fear spells • Immobilisers like prison of fire, false fetters, confusion • Animal awe, awe • Commander assassination Deadly archers (wind guide/flaming arrows) • Arrow fend • Storm • Archer decoys Powerful bless units • Cap only? Shut down capital • Kill priests with earthquake, rain of stones, assassins etc Communions • Battlefield wide spells – earthquake, rain of stones • Mind duels • Assassinations – their scripts will be terrible in defence |
Re: Counters to common threats
Elephants:
List more counters: False fetters, confusion, (Berserkers?) Awe. (not just animal awe). Also, you might want to note the deadly combination: Flying elephants. Somewhere list Cheap blockers: Swarm. |
Re: Counters to common threats
Excellently useful resource, thanks for the suggestion, Chris, and for consolidating it, Dragar. This looks like a sticky to me.
I know what SC's are, but what are these "thug" things? Are they just big summoned uglies, or is there something more specific? |
Re: Counters to common threats
A thug is a weaker SC. There is no clear definition, but in general a thug can solo against PD or a weak army, whereas a SC is built to solo against substantial armies
A fully kitted up tartarian is an SC. A golem or banelord with a shield, brand and helmet is a thug. To me the mid-game is defined by the appearance of thugs instead of mostly armies, and you have hit late-game when SCs are prevalent |
Re: Counters to common threats
is "Numerous raiding forces to take more than you lose from the 1 or 2 big armies against you" for Large Armies including Stealth Armies? Or should there be a separate line for
Stealth Armies taking provinces behind the enemies line. I find stealth armies can help break up big armies by forcing some to break off and backtrack. Or force the other guy to invest heavily in PD which slows big-army growth. Maybe it should be considered for the FAQ rather than a sticky on its own. |
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