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View Poll Results: Should these nations be banned or not ?
Ban Ryleh LA 6 40.00%
Ban Emor LA 5 33.33%
Ban Ulm MA 4 26.67%
Ban Agartha EA 4 26.67%
Keep Ryleh LA 10 66.67%
Keep Ermor LA 9 60.00%
Keep Ulm MA 7 46.67%
Keep Agartha EA 7 46.67%
Multiple Choice Poll. Voters: 15. You may not vote on this poll

 
 
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  #24  
Old July 11th, 2012, 08:04 AM

Zywack Zywack is offline
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Default Re: Blood Bowl - Single age (Running)

Well, after seeing last turn, I'm officially changing my vote to "Surrender". I mentionned earlier that I could probably give Marignon a few turns of fighting. It turns out I can't even do that. The biggest problems are:

1) While I did fully expect Marignon to carpet bomb with remote spells and that I did have plans in place to counter that... I didn't think they were able to do it on such a large scale, with basically no cost to their resources. And now they'll get even higher income, so...

2) I did have a 'clever' trap laid out. Unfortunately, the trap trigger got blown up without actually triggering the trap, so the main plan went out the window.

3) You know the Cleansing Bell item thingy? The 10 gem anti-demon item? I had the chance to see an handful of them in action this turn for the first time ever! Hurray! Time to see what kind of ravage they can do against demons! And they couldn't even get rid of a few imps... Let's just say that I made a not terribly wise large gem investment.

4) The largest problem is that even defeating Marignon's main armies in battle would do little to help: Their gem/slave production is through the roof, so killing armies only gives a tiny amount of time before they get replaced. Hitting their production is the only way to go, but that's only accomplishable by raiding, and they are definitively able to counter-raid and grab your own production: Even if you can somehow manage a 1-1 trades, things won't be going in your favor. When an empire gets that large, there's no key point to hit that will damage them a lot.

5) They are blood sacrificing for dominion. They are the only nation left that can blood sacrifice (Maybe Bogarus too? I'm not sure...), and even a very strong dominion score isn't going to stop that for long once they get going full-swing.

So that's why I'm joining bbz in the "Let's surrender and move on" movement. As I mentionned a long time ago, it's really inconvenient for me to do my turns during the summer so I'll be glad when this game is over (Although it has been fun). I'm not quitting though: I'll fight until either
A) my nation is dead
B) the surrender happens
C) Marignon gets 8 capitals.
so you don't have to worry. If you feel you still got a shot, go ahead and continue.


Regarding Mind Hunt... I do feel it's a problem in Dominion. I have no issue with the concept of the spell, it's just that I feel that nations without any Astral access are HEAVILY hampered by Mind Hunt. It's pretty much "Get astral or get out", which limits the pool of viable nations end-game unless they manage to get very dominant early on.

In my only other multiplayer game, I replaced a Shinuyama player that left early and somehow managed to salvage the nation from the brink of destruction... The problem is that I had absolutely no Astral access (The god I inherited had a wonderful 2 Dominion strength, 3 fire and 7 death) and I had to face Bandar Log to destroy their temples so that I didn't get dominion-killed.

So out of simple fear of Mind Hunt, I had to trade pretty much my entire gem stockpiles for Nature Gems, just so that I could summon a lot of Kitsune who can occasionally get Astral for the sole purpose of sneaking some inside my main armies. It panned out okay since the Bandar Log player didn't have Mind Hunt researched for a long time, but the simple fact that the threat of the spell existed forced me to diverge a huge amount of resources to try to counter it... And I was lucky that I actually had a nation summon that had a small chance to get astral in the first place.
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