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March 2nd, 2008, 07:29 PM
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Lieutenant Colonel
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Join Date: Oct 2003
Location: Gilbert, AZ
Posts: 1,375
Thanks: 1
Thanked 0 Times in 0 Posts
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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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March 2nd, 2008, 08:12 PM
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Colonel
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Join Date: May 2005
Location: Kansas, USA
Posts: 1,538
Thanks: 289
Thanked 194 Times in 94 Posts
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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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March 2nd, 2008, 08:30 PM
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Lieutenant Colonel
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Join Date: Oct 2003
Location: Gilbert, AZ
Posts: 1,375
Thanks: 1
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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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March 2nd, 2008, 08:56 PM
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Colonel
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Join Date: May 2005
Location: Kansas, USA
Posts: 1,538
Thanks: 289
Thanked 194 Times in 94 Posts
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Re: Taking sea provinces (a more serious question)
Shields mitigate blade winds.
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March 2nd, 2008, 08:59 PM
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Lieutenant Colonel
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Join Date: Oct 2003
Location: Gilbert, AZ
Posts: 1,375
Thanks: 1
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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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March 2nd, 2008, 09:30 PM
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General
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Join Date: Jun 2003
Location: az
Posts: 3,069
Thanks: 41
Thanked 39 Times in 28 Posts
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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?
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Depends on what nation you are playing and what magic paths and research you have available.
What's your pretender and nation?
__________________
There can be only one.
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March 2nd, 2008, 09:36 PM
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Major General
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Join Date: Jan 2004
Location: Columbus, OH
Posts: 2,204
Thanks: 67
Thanked 49 Times in 31 Posts
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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.
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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.
Jazzepi
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March 2nd, 2008, 10:17 PM
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BANNED USER
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Join Date: Feb 2007
Posts: 5,463
Thanks: 165
Thanked 324 Times in 190 Posts
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Re: Taking sea provinces (a more serious question)
That actually isn't how shields work for missiles. If you make the roll to parry with the shield the projectile is stopped regardless of the prot value of shield or armour. Hide shields on machakan troops can stop jotun boulders just as well, if they make the parry, as tower shields against slingstones.
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March 2nd, 2008, 11:39 PM
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Second Lieutenant
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Join Date: May 2007
Posts: 416
Thanks: 7
Thanked 24 Times in 18 Posts
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Re: Taking sea provinces (a more serious question)
Quote:
Sombre said:
That actually isn't how shields work for missiles. If you make the roll to parry with the shield the projectile is stopped regardless of the prot value of shield or armour. Hide shields on machakan troops can stop jotun boulders just as well, if they make the parry, as tower shields against slingstones.
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That . . . Doesn't seem like it should work that way. Besides, if it does work that way, then what would shields need protection values for?
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March 2nd, 2008, 11:55 PM
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Second Lieutenant
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Join Date: Oct 2006
Location: Winnipeg, Canada
Posts: 566
Thanks: 8
Thanked 9 Times in 7 Posts
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Re: Taking sea provinces (a more serious question)
The shields protection value must be for melee attack then.
But I agree that the parry rule does not make sense. You should not be able to stop boulders with a hide shield.
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