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  #1  
Old March 2nd, 2008, 07:29 PM
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Argitoth Argitoth is offline
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Default Taking sea provinces #2

So how do you deal with water nations that run back into the sea? First of all, you can't send a weak fish/shamlber army after them. Their armies are too powerful. After that, they have all the time in the world to brew an army. This is how I lost my last game. I couldn't do a dam thing about them and soon they had a troll army that no amount of shadow blasting, fire falling, fire arrows could take down. Too much HP.

Sooooo... what can you do?
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Old March 2nd, 2008, 08:12 PM
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Default Re: Taking sea provinces (a more serious question)

Decimate sea armies when they come ashore with massed arrows while simultaneously building up your own seagoing SC's or thugs to reinforce your trolls & indy chaff. I keep these divers in reserve until I am able to use overwhelming force to gain a foothold in the sea and then replace dwindling chaff with independent trash from captured sea provinces. This can be easier said than done against a skilled human opponent.
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Old March 2nd, 2008, 08:30 PM
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Default Re: Taking sea provinces (a more serious question)

Seems like your solution is just... MORE ARCHERS!!!!!!!

Yeah... more archers... but then atlantis can fire blade wind like nothing else. It decimated my army. I think the only solution really is lots of battle spells PLUS lots of heavily-armored troops. Armor will stop the trolls from advancing, blade winds... eh...
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Old March 2nd, 2008, 08:56 PM
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Default Re: Taking sea provinces (a more serious question)

Shields mitigate blade winds.
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Old March 2nd, 2008, 08:59 PM
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Default Re: Taking sea provinces (a more serious question)

mitigate? how well? as a matter of fact, with air shield on all my mages, a few still died. he had like 7 mages casting it per round though.
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Old March 2nd, 2008, 09:36 PM
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Default Re: Taking sea provinces (a more serious question)

Quote:
Argitoth said:
mitigate? how well? as a matter of fact, with air shield on all my mages, a few still died. he had like 7 mages casting it per round though.
Shields work by providing another layer of defense. AFAIK the defender against any projectile that only hits a single target, such a the projectiles off of blade wind, or arrows, or crossbow bolts, can be blocked by shields.

The defender makes a defense roll. If he succeeds he gets to add his shield protection to the protection of the armor where he was hit. This can mean protection well into the 25+ for well armored units with things like tower shields. This is why you can watch most heavy infantry walk through a hailstorm of arrows mostly unscathed.

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Old March 2nd, 2008, 09:30 PM
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Default Re: Taking sea provinces #2

Quote:
Argitoth said:
So how do you deal with water nations that run back into the sea? First of all, you can't send a weak fish/shamlber army after them. Their armies are too powerful. After that, they have all the time in the world to brew an army. This is how I lost my last game. I couldn't do a dam thing about them and soon they had a troll army that no amount of shadow blasting, fire falling, fire arrows could take down. Too much HP.

Sooooo... what can you do?
Depends on what nation you are playing and what magic paths and research you have available.

What's your pretender and nation?
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Old March 3rd, 2008, 07:28 AM

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Default Re: Taking sea provinces #2

Argitoth,

Welcome back from your year away.

What were you using to fight? You old favorite C'tis? What pretender did you have?

Just as he had lots of time to brew an army, so did you. Sounds like you chased him off land, then let him rest. What did you do with the time? If it was MP, were you fighting someone else? Diplomancy is often the best way to deal with another nation.

IIRC, sea trolls have poor protection. Did you have any good offensive troops to take advantage of that or were you working with high protection troops that outlast the enemy?

Based on the spells you describe, you were focused on direct damage spells, rather than buffing your troops or reducing the stats of his. You might want to explore those spells more to get more milage out of your troops. Throwing wind guide and flaming arrows on the extra archers you recruit will give you some nice results.
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