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November 2nd, 2006, 04:22 AM
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Lieutenant General
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Join Date: Mar 2004
Location: Albuquerque New Mexico
Posts: 2,997
Thanks: 0
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Re: Hydra Tamer
If so, it's an invisible bonus. It'd really be nice if there were more unit icons depicting abilities, so players could have a better idea if something in a unit description actually means something, or is just flavor. (Or - a bug in the description remaining from Dom2 or another era's version of the nation.)
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Wormwood and wine, and the bitter taste of ashes.
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March 21st, 2008, 06:28 PM
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First Lieutenant
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Join Date: Apr 2007
Posts: 678
Thanks: 67
Thanked 19 Times in 17 Posts
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Re: Hydra Tamer
Quote:
Gandalf Parker said:
I thought that they also had a bonus in keeping the hydras from routing?
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So do they have this or not?
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March 21st, 2008, 07:03 PM
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Lieutenant General
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Join Date: Sep 2007
Posts: 2,691
Thanks: 5
Thanked 39 Times in 31 Posts
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Re: Hydra Tamer
Or make sure he's behind his charges so he doesn't get hit...
When I tried to use Hydras (this in Dom2 so it might not work as well) I'd put the Tamer all the way at the back line scripted Attack*5 (he'd get to the equivalent of the front of "your" formation box by this time), Retreat. The Hydras would be all the way forward on Attack Archers. Cavalry would run up, get poisoned, kill selves chasing down retreating Hydras. The Legion would then show up and find a nearly empty province.
After Construction 2 I'd stick a Longbow of Accuracy on him. Placed on the center of the formation box, scripted to fire closest.
Fun, but less cost-effective than simply getting the right gear on an Assassin and dropping all the commanders.
That, and the Hydras would get scattered around the surrounding provinces.
--> if you givethe hydra's guard commander that last problem wouldn't be there anymore.. and the hydra's (who can take a beating and deal damage) could then attack all those poisoned troops... seems good to me (nad just leave the commanders standing in the back, no need to move forward
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Want a blend of fantasy and sci-fi? Try the total conversion Dominions 3000 mod with a new and fully modded solar system map.
Dragons wanted? Try the Dragons, Magic Incarnate nation.
New and different undead nation? Try Souls of Shiar. Including new powerfull holy magic.
In for a whole new sort of game? Then try my scenario map Gang Wars.
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March 21st, 2008, 07:05 PM
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First Lieutenant
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Join Date: Oct 2006
Location: Palo Alto, CA
Posts: 638
Thanks: 1
Thanked 3 Times in 3 Posts
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Re: Hydra Tamer
Quote:
Anaconda said:
Quote:
Gandalf Parker said:
I thought that they also had a bonus in keeping the hydras from routing?
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So do they have this or not?
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I doubt it.
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March 22nd, 2008, 07:23 AM
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General
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Join Date: Feb 2001
Location: Pittsburgh, PA, USA
Posts: 3,070
Thanks: 13
Thanked 9 Times in 8 Posts
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Re: Hydra Tamer
Quote:
Aezeal said: if you givethe hydra's guard commander that last problem wouldn't be there anymore.. and the hydra's (who can take a beating and deal damage) could then attack all those poisoned troops... seems good to me (nad just leave the commanders standing in the back, no need to move forward
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If you script any unit to guard commander, the unit will just walk towards the commander and not attack anything until the enemy comes to them.
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Cap'n Q
"Good morning, Pooh Bear," said Eeyore gloomily. "If it is a good morning," he said. "Which I doubt," said he.
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March 22nd, 2008, 09:37 PM
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Sergeant
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Join Date: Oct 2003
Posts: 262
Thanks: 1
Thanked 0 Times in 0 Posts
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Re: Hydra Tamer
Only if the commander is still on the map -- Aezeal's final command was "retreat".
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March 23rd, 2008, 12:49 PM
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Lieutenant General
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Join Date: Sep 2007
Posts: 2,691
Thanks: 5
Thanked 39 Times in 31 Posts
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Re: Hydra Tamer
nono
Just
1. commander (hydra tamer) in the back doing nothing in particular (a (cross)bow might be nice)
2. hydra's in front with guard commander command, maybe even in different groups to make it spread out nice along the map
they'd get a trail of poison to weaken the enemy and then, surrounding their commander wait there to kill the rest...
that is what I meant, what part is not possible?
To me it seems the most economical way to deal with most basic, non magic armies even if they are large.
__________________
Want a blend of fantasy and sci-fi? Try the total conversion Dominions 3000 mod with a new and fully modded solar system map.
Dragons wanted? Try the Dragons, Magic Incarnate nation.
New and different undead nation? Try Souls of Shiar. Including new powerfull holy magic.
In for a whole new sort of game? Then try my scenario map Gang Wars.
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March 23rd, 2008, 02:03 PM
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Corporal
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Join Date: Nov 2007
Location: Vermont, USA
Posts: 159
Thanks: 5
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Re: Hydra Tamer
The only problem is against armies dominated by archers.
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March 23rd, 2008, 02:18 PM
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Lieutenant Colonel
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Join Date: Nov 2005
Location: Lund, Sweden
Posts: 1,377
Thanks: 72
Thanked 25 Times in 20 Posts
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Re: Hydra Tamer
Use counter archers with poison on the flanks (to keep away from the hydras).
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