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Cainehill said:One thing that allowed games like MoM to have national troops that remained viable against high powered summonings was the unit enchantments - but you'd need a stack / unit mechanism that Dominions, with individual troops, doesn't have, whereas certain MoM enchantments were quite effective with differing troops. Halflings sucked - but having the most individual troops possible in the unit meant a few enchantments got extra oomph on them. Berserkers similarly were candidates for enchantments, being tough and having a thrown weapon in addition to melee, so they could attack flyers.
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Hoburgs are size 1, and all AoE spell target more Hoburgs than humans. Of course, as there is no hoburg nation, it is hard to get enough of them for that to matter. Better example of that in Dominions would be Iron Woods Jotunheim - one could buy only Jotun, but there would be only one giant per grid, and many spells would be wasted. Mixing some Vaetti into them could triple the number of units affected.
There are no offensive AoE buff spells in Dom2, though. Strength of Giants give a little more strength, and Weapons of Shrapness helps a little against heavy armor, but I don't remember anything else with AoE. Body Ethereal and Luck are very short-ranged, and the better versions (Battle Fortune, and the Air spell Mist Warriors or whatever) already affect the whole battlefield. I'd like to see more AoE spells that give units offensive power.