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March 6th, 2012, 06:33 PM
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Private
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Join Date: Nov 2010
Posts: 11
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Thanked 3 Times in 1 Post
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Water Troops
Okay I took everything except his one water area. None of the coast area's have water troops. Wasn't there a way to force a shambler unit on the coast?
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March 6th, 2012, 07:12 PM
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Sergeant
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Join Date: Dec 2009
Posts: 329
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Re: Water Troops
How good is your water magic access? Because if you have a W1 mage and a decent gem supply, Sea King's Court is just a few turns away, and is glorious. If you have air magic, there is instead the Barrel of Air, which lets you bring a land army underwater. If the province is heavily fortified, you may want to soften it up first - Astral provides Mind Hunt, Earth provides Earth Attack, Death provides Manifestation, all three of these are wonderful when something just needs to die.
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The Following User Says Thank You to Knai For This Useful Post:
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March 6th, 2012, 10:40 PM
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First Lieutenant
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Join Date: Dec 2010
Posts: 624
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Re: Water Troops
You forgot nature and manual of water breathing
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March 6th, 2012, 11:04 PM
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Sergeant
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Join Date: Dec 2009
Posts: 329
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Re: Water Troops
Quote:
Originally Posted by bbz
You forgot nature and manual of water breathing
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True, and I largely ignored the SC possibility.
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March 7th, 2012, 07:58 AM
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Second Lieutenant
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Join Date: Jan 2004
Posts: 510
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Thanked 31 Times in 12 Posts
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Re: Water Troops
Nature, water, and air provides items to bring units underwater (and a few summons).
Death provides undead armies that'll happily march into the sea.
Finally, if your enemy is just too strong in the sea province he is holed up in for it to be worth for you to attack him headon, just domkill him.
__________________
When I said Death before Dishonour, I meant alphabetically.
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The Following User Says Thank You to Peter Ebbesen For This Useful Post:
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March 8th, 2012, 02:22 PM
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Private
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Join Date: Nov 2010
Posts: 11
Thanks: 5
Thanked 3 Times in 1 Post
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Re: Water Troops
Thanks guys! I must admit that I have only dipped my toe in the magic realm of the game. That should get me there after a few turns.
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March 8th, 2012, 06:40 PM
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Private
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Join Date: Nov 2010
Posts: 11
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Re: Water Troops
A few turns turned into a whole ordeal.
I didn't have air or water gem supply, but randoms got me to 70 water gems. I empower my pretender with 1 water. Forge a water breather, thug up a caster hero and the 10 shambler tear him up.
Tried a second time with my Pretender, lost again.
Recalled the pretender empowered death 3 times
called a death hero
reanimate 50 long dead
finally take the 10 shambler province
Take forever quelling the area, guess undead are not ideal for that
Fianlly start producing Shambler heroes and troops
Get to two spaces away from him in the ocean AND
Dom kill
So yea tried um all lol
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March 8th, 2012, 08:38 PM
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Captain
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Join Date: Dec 2007
Location: Minnesota, USA
Posts: 887
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Re: Water Troops
It would be interesting to post a "challenge" game attachment to the community to se who could solve the problem in the fewest turn (or most efficiently)
ssj
__________________
"I think, therefore I am" - René Descartes
"I yam what I yam" - Popeye
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March 8th, 2012, 09:53 PM
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First Lieutenant
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Join Date: Dec 2010
Posts: 624
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Re: Water Troops
xD yea we should totally have something like that(if someone can be bothered to organise it) Like a monthly challenge Its gonna be like solving a puzzle I totally like the Idea. And also I think it will be quite educational for newer players and pros alike.
When I have the time to, I'll try and create one of those custom scenarios.
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March 9th, 2012, 11:16 AM
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Colonel
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Join Date: Nov 2008
Posts: 1,735
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Re: Water Troops
It was probably a thug that got the underwater penalties (poor amphbian hurts). And shamblers are surprisingly strong against a lot of single units. Fairly high strength, and lots of attacks.
Not high end heavy infantry. But reasonable medium inf. You either want some eth defense, high protection (with regen etc) or awe to fight them. A defense (or mist form) thug is going to die.
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