Thread: Air vs Nature
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Old November 28th, 2003, 12:10 PM

Keir Maxwell Keir Maxwell is offline
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Default Re: Air vs Nature

Quote:
Originally posted by Saber Cherry:
I still want a Water-9 Fire-9. That would be insane, but only Dead Ermor can have one, since there are no water/fire pretenders.
I have just been testing a fire9/water9 Vanheim race using the Moloch - any race that gets the Moloch can do this without having a death scale as long as its 1 click or more off center for temp.

Its a good way to play if you find battles normally take to long.

However a caution - this is not a fast race as the sloth3 tends to delay early expansion by a turn and so on down the line. The idea is that you have ultra nasty basic troops as the game goes on. And watch out for your infantries javalins as they can be really annoying to the Van - I'm not so keen on javelins after more testing.

In my experiance super troops and mid range super combatents die rather easily in Dom2. There seem to be a heap of spells to worry about from soul slay to blindness, combustion, curse, the Machaka fever, poison effects of Hydra, and the list goes on. I lost a pile of water9/fire9 blessed Van to the heat effect of the golden Naga after having routed its army earlier tonight and an over the top prophet to a fleeing Hydra Hatchlings poison cloud. There seems to be higher perentage of pesky mages with indies than in Dom1 which is part of the difficulty.

What races other than Van can build Sacred troops at places other than their capital?

What sacred summons are there? Tomb Wyrms are unholy but thats all I can think of right now though I'm sure there other unholy undead ones. Any good sacred blood summons?

cheers

Keir

[ November 28, 2003, 10:13: Message edited by: Keir Maxwell ]
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