|
|
|
 |

January 31st, 2005, 12:36 PM
|
 |
Captain
|
|
Join Date: Feb 2004
Location: within 200km of Ulm
Posts: 919
Thanks: 27
Thanked 0 Times in 0 Posts
|
|
Re: Pretender Design: Water Cults
Quote:
Boron said:
Taking water cult doesn't really work imo . The only 2 nations with really good sacred stuff are Jotunheim and Vanheim .
...
Graeme said in a recent post that the best solution is to dominionkill the waternations .
I agree fully here . Try to outdominion them by negating them access to the shore . If really needed lategame you can try an invasion with tartarians .
|
I actually proposed preaching against the oceans myself awhile ago (Post#259089). Nevertheless I am wondering what WaterCults are good for and how this theme could be used in MP games. That is my intended question in this thread - and not how to circumvent the problem otherwise. Thus: Is it possible to successfully play a water-cult nation in MP and benefit from it? If yes, then how? What are the key points?
The map that I have recently presented here has quite a lot of sea provinces permeating the entire world. I agree that WaterCults are seemingly useless in the presence of nations that are at home at the sea (Oceania, R'yleh, Atlantis). So to give this discussion a chance, let us assume my map (102 provinces) played by 6-10 players without any water nations present then?
What are reasons to choose a WaterCult? How do I complement this choice in the rest of my Pretender design? I am asking for concrete Pretender Designs and the intended strategy behind them...
|

January 31st, 2005, 12:44 PM
|
 |
National Security Advisor
|
|
Join Date: Sep 2003
Location: Eastern Finland
Posts: 7,110
Thanks: 145
Thanked 153 Times in 101 Posts
|
|
Re: Pretender Design: Water Cults
I think that if going underwater needs either pretender with Water or Water Cult, who not use a nation that can use Water blessing together with Water Cult? Vanir of course, and to lesser extent Tuatha, White/Black Centaurs and Serpent Dancers benefit from Water Blessing, and are reasonable units to try to take on underwater. Especially with some help from the pretender.
I am not skilled enough to answer to Chazar's second post, but in some cases the option of going underwater might be worth the points. It might be worth it for Vanheim, whose Vanir could retreat to seas if an oversea-attack failed... But I don't even know if that is possible
|

January 31st, 2005, 01:21 PM
|
 |
Lieutenant Colonel
|
|
Join Date: Jan 2004
Posts: 1,276
Thanks: 0
Thanked 2 Times in 2 Posts
|
|
Re: Pretender Design: Water Cults
Sorry, pressed for time, just a quick reminder:
You CANNOT use Special Themes and Water Cult at the same time, hence you can never find a Tuatha (or Demons of Heavenly Fires, or Hangadrott, etc. etc.) benefiting from a Water Cult.
This is either an intended or unintended feature of dom2 as it now stands.
(I personally have little or no experience with water cult in competetive MP (although I have often taken Ceremonial Faith with success), hence I will try to avoid saying something useless here.)
|

January 31st, 2005, 01:23 PM
|
 |
Lieutenant General
|
|
Join Date: May 2004
Location: Bavaria , Germany
Posts: 2,643
Thanks: 1
Thanked 0 Times in 0 Posts
|
|
Re: Pretender Design: Water Cults
Hm i think there is no use for watercult at all Chazar  .
The 50 points are e.g. 1 scale and something .
If you play without water nations there are then much cheaper ways to kill the indy water provine guards like using an ID or some mech men .
All your watermages can go into the sea also and almost every nation can forge a waterbreath item which is enough to bring with enough good troops to kill the underwater indies .
Finally you will likely find a coast province with shamblers or other amphibian creatures which are enough to conquer the water also .
If Water cult would grant Water breathing to all your units then i would consider it . But as it is you better invest the points in an additional scale or something similiar .
|

January 31st, 2005, 01:47 PM
|
 |
Captain
|
|
Join Date: Feb 2004
Location: within 200km of Ulm
Posts: 919
Thanks: 27
Thanked 0 Times in 0 Posts
|
|
Why Water Cult could be fun or worth it
Quote:
Boron said:
Hm i think there is no use for watercult at all Chazar
|
I fear that as well, but Dom2 would not be Dom2 if there would not be certain special case which warrants some usefulness to the weirdst of feature or creature... Gandalf???
So where are the experts that confirm that Illwinter has made the WaterCult rightly cost its design points? (In 2.14 it is 50, but I think with the Oceania mod enabled in 2.15 it is only 25 points. And doesn't the required magic scale cost additional 40 points as usual? or are there some nations that get discounts on these themes? I'll need to check that...) Otherwise for some wishful thinking, would it be too cheap to pay 50 design point to turn all national troops into poor amphibians within friendly dominion only?
---
The only real benefit that comes to my mind so far would be the possibility to go underneath the sea early one, which might be nice for maps with almost guaranteed access to the sea from the initial starting position...
---
Endropez made a point I am thinking about myself: if you depend on sacred units, one should go for a bless effect as well, while the water blessing means that the pretender can bring along non-sacred units...
---
|

January 31st, 2005, 04:57 PM
|
 |
Major General
|
|
Join Date: Oct 2002
Posts: 2,174
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Why Water Cult could be fun or worth it
It might be useful in a low magic, difficult research game when there are no water nations playing, as it could allow a player to get established underwater before anyone else could.
__________________
Of course, by the time I finish this post, it will already be obsolete. C'est la vie.
|

January 31st, 2005, 05:57 PM
|
 |
Second Lieutenant
|
|
Join Date: Sep 2003
Posts: 566
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Why Water Cult could be fun or worth it
Water Cult is pretty hard to use. I've never seen anyone take it, and have barely toyed with the notion myself. Not many nations have sacred troops and sacred leaders that can stand up to masses of poisonous flyers. If you want to get into the water early, taking a Wyrm pretender is a simpler solution.
|

January 31st, 2005, 11:30 PM
|
 |
Lieutenant General
|
|
Join Date: Mar 2004
Location: Albuquerque New Mexico
Posts: 2,997
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Why Water Cult could be fun or worth it
I've gone Water Cult with Marignon - it let me grab a couple of water provinces fairly early, unfortunately Vanheim, Caelum, and Ermor also also got into the water not long after.
__________________
Wormwood and wine, and the bitter taste of ashes.
|

February 1st, 2005, 12:16 AM
|
 |
Major General
|
|
Join Date: Aug 2000
Location: Mountain View, CA
Posts: 2,162
Thanks: 2
Thanked 4 Times in 4 Posts
|
|
Re: Why Water Cult could be fun or worth it
Might be interesting with good stealthy sacreds for achieving a beachhead somewhere utterly unexpected, but this will cut you off from supplies and probably isn't very efficient.
__________________
Are we insane yet? Are we insane yet? Aiiieeeeee...
|
Thread Tools |
|
Display Modes |
Hybrid Mode
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|