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Old October 15th, 2003, 03:37 PM
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Default Dom I Strategies which WON\'T work in Dom II

Reading Alex Poger's post on usenet about "10 Whammies in Dominions" <http://Groups.google.com/Groups?hl=e...6hl%3Den%26lr% 3D%26ie%3DUTF-8%26selm%3Dfda648a3.0203291351.1420401b%2540postin g.google.com%26rnum%3D1> I realized that several of these won't work in Dom II, or at least not to the same effect. This made me wonder - what will take their place? (I'm thinking here particularly of #6)

The strategies that won't work (as well) in Dom II are:

2> Instant Magical Movement
someone said on another post that 'gateway' was no longer in the game - or maybe changed from how it was in Dom I. This is the only instant movement spell that allows the whole army to move.

3> Magic Duel
this has been tweaked - maybe it's still dangerous, but probably not as much as it was (when it was bugged).

6> Battlefield Domination Spells
this refers to warding your troops and then calling down the appropriate devastation spell, to which your troops will be completely immune. Of course, most wards don't give total protection any more, so it seems this won't be as rewarding of a strategy as it once was.

7> Storms
now you can shoot in storms, but just with limited range (I think), so while storms will have an effect, it won't be nearly so potent of a strategy as it once was.

So would the beta-testers care to comment on what 'army-killing' strategies they use? Or does anyone else have any ideas?

[ October 15, 2003, 14:42: Message edited by: st.patrik ]
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