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Boron said:
Tell me anything how a nation like Marignon/Ulm etc. can defend against a caelum attacking with false horrors once they researched it .
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False horror, with mr of 10 (9 in magic lands), one hitpoint and no resistances, not even poison, succumbs to ANY spell. Ever looked at those research level 1/2 spells with very low damage and wondered what they are there for? Now you know.
Marignon, fire flies/fire darts. Darts are more accurate (prec 4 vs 0). Put mages in middle of troops, not behind, and you are pretty much guaranteed a hit or two. As mages usually have high mr, the risk is very small. Also, in alteration combustion guarantees a kill per casting for only 10- fatigue and level 1 spell. On the other hand, it cannot hit more than one target a round.
Ulm, Flying shards/ summon earthpower, hold hold, blade wind. Blade wind up close is very likely to kill every fh that gets in your way.
In addition to those, the cloud spells are very very useful, esp the freezing mists, that kills every fh in it, is size 4 + and does negligible damage to normal units. (some morale damage though) Ironically, the best landlubber to cast it is a Caelian HSeraph...
A bit more excotic ways are anything with mr and a fireshield is quaranteed to kill all fh:s nearby, Hydras, bog beasts, anything with att >16 and a longer weapon than 0. (that might be too expensive though).
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If you can give me enough examples for most nations what to do against false horror raids i am convinced that false horror is ok .
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Ok. Give any nation and I tell how it defeats a false horror spam cheaply. Perhaps not cheaper than 180g or even 90 gp, but after you use it, the seraph is gone but you have not taken any losses, so in the end you win. The problem people have with fh is not a lack of working counters, but that it can take out any pd and is very very mobile. Which is exactly what caelum is supposed to be. But then again, make a few fh hunting teams consisting of a single master smith or something, or just give good scripts for the mages you use as sitesearchers, and the caelians lose many good mages as they hit the few pd units augmented with a mage.
How about next time you find a "massively overpowered thing" like you make false horrors sound like, you take a few moments alone with the SCQR, MIQR, game manual spell quide and the said critter's/spell's/whatever's description and think: "Now, if I were a false horror, what would I fear..."
One of the really great things about dom2 is the depth. No, all spells are not balanced with each other. false horror's cost is not fine-tuned to match the gain you get from it compared to, say, immolation. That's the way warcraft works. In dom2, you play a game of rock/paper/scissors, only with a few thousand different moves.