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January 4th, 2007, 09:49 AM
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Major General
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Re: Alexander\'s Ever-Expanding Tome of Knowledge, pt 2
Quote:
Endoperez said:
Spy is different from Scout. Any unit that is stealthy can gather basic information, but some nations also have Spies. Spies have a special "Instill Unrest" order, and they also see the details of enemy lands in much greater detail that ordinary scouts (the spesific income, unrest, resource, PD etc numbers as well as the number of magic sites).
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Bards can instill unrest as well.
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January 4th, 2007, 12:48 PM
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National Security Advisor
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Re: Alexander\'s Ever-Expanding Tome of Knowledge, pt 2
Mechanics-wise, Bards are spies. They aren't named as such, but this is probably just propaganda. Chelms has a stealthy spy-mage too, BTW.
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January 4th, 2007, 12:52 PM
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Re: Alexander\'s Ever-Expanding Tome of Knowledge,
As do Tien Chi and Late Era Ulm and probably others.
It would be nice if both spying and assassination had icons so you could be sure who could do what, before sending them out.
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January 4th, 2007, 08:41 PM
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Re: Alexander\'s Ever-Expanding Tome of Knowledge,
As per Ancient Krakens with Astral 8 being extremely expensive, they are, but they're also the ideal Pretender for R'lyeh, especially if you're going for Wish rush combined with clam-spamming. I like to build up a posse of 5 (4 wished for) empowered (4 death, 3 earth, 3 astral, 2 nature, 1 water, plus atleast 1 fire and air if you're going to give them amulets of the fish and send them onto land), gift-of-reason Ancient Krakens by mid-game, and by end-game have a Kraken-factory, producing, gift of reasoning, and empowering atleast 1 (different) Kraken per turn. Backed up by communion-slaved Aboleth Mindlords, they really are pretty much unbeatable, being able to handle swarms, SCs, and anything magic you throw at them, since with Aboleths, the one thing you can count on being bigger and better at than anyone else is research. You can use your Krakens as a single force to take out heavy provinces, or divide them up and conquer quickly. They work almost as well on land as they do in the water, and by end-game you can factory-build well-equipped gorgons and void-lords almost as easily as you can your Krakens-(infact, you can summon up any Pretender-type in the game, just summon, equip, and empower whatever SC best suits your needs. You can start laying down Fountains of Blood and moving fast and furious into blood-magic. If you like the units of another nation, make your own. Do what you feel.) You do need a TON of astral pearls though, because each Kraken represents atleast 3 wishes-one to summon and then two to get the gems to empower them to level 1 in each magical path, unless you're getting in 50+ gems of each type a round-which, with this tactic, you should be by mid-game, but each Mind-Lord, once empowered to level 1, can produce clamshells. You'll want a couple hundred of these going by midgame, so get shucking! You also need several (not just one) mages who can cast Wish by mid-game. It can be risky, and it's easy to screw up, because you're basically putting all of your Nation's eggs in one basket, but the payoff can be enormous.
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January 6th, 2007, 10:31 AM
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Corporal
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Re: Alexander\'s Ever-Expanding Tome of Knowledge,
Basic question from someone new to the game: Why a Kraken and not a Wyrm? Less attacks, less hitpoints, less defense, but starts with regeneration, more protection, more attack, more strength, is poisonous and fully poison immune from the get go, is amphibious rather than aquatic (saving a misc slot if you want to go on land), has 2 helmet/2 misc rather than 3 misc, and has more leadership. You could go with Spirit Helmet/Wraith crown/Stone Bird/Pendant of Luck for a combat model, or Skullface/Starshine Skullcap/Water Bracelet/Crystal Coin if you want to gain turn and gem advantage through less empowering.
The big loss would seem to be some vulnerability to afflictions, but you could always use some of your turn advantage to create a Mother of Serpents to act as forward magical support and healing if that becomes an issue.
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January 10th, 2007, 02:55 AM
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Re: Alexander\'s Ever-Expanding Tome of Knowledge,
The Wyrm is a fine Pretender, there's no question of that, but the thing that makes an Ancient Kraken outshine a Wyrm is the Kraken's efficiency in dealing with large groups of creatures. Large groups of creatures-and you'll learn that this is much truer in Dom3 than it was in Dom2-are very common, and can be the bane of many an SC. Most don't deal well with them. The Gorgon is one that does, because of her inherant Petrification. 200 units attack most SC's and you've got 199, maybe 198 units, and a very dead SC. 200 units attack a Gorgon, and you've got an art museum full of classics. The Kraken also deals well with large groups, and it's got three ways to deal with them better than a Wyrm. 1: The Ancient Kraken has 4 tentacle attacks-8 with quickness-each able to instakill a single medium-toughness armored unit. 2: Poison cloud-the Kraken doesn't even need to specifically attack a unit to weaken those around it-and you can easily add Breath of Winter on top of that, making for two different types of damage, which is hard for large armies to be resistant to. 3: Rejuvenation-my personal favorite inherant ability. Rejuvenation isn't easy to get-easier than petrification or immortality, but still not a dime a dozen. No matter how many healers you happen to have, they're never going to be as efficient as a creature that heals itself, no muss no fuss. Plus-and this is the most important-I just like the idea of playing an enormous ancient giant badass ship-devouring kraken. I don't get the same thrill from a Wyrm. I don't know why, but I don't. Maybe if it had more heads?
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January 11th, 2007, 07:28 PM
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Corporal
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Re: Alexander\'s Ever-Expanding Tome of Knowledge,
That's cool if it comes down to preference. I just don't see the edge; the Kraken needs to spend a round casting personal regeneration, so that's another damage shield that the Wyrm could have up, and with the additional item slots (both inherent and due to lack of need for poison protection and air breathing) and lack of need for Nature paths you can produce more Wyrms more quickly, so I think we're back to a conversation similar to the Mictlan bless strats. Some like super quality, others are happier with high quality in quantity.
Edit: Or a Carrion Dragon, which has a lot of the properties you like in the Kraken but more so - 8 attacks per round before quickness, recuperation, fear +10 - but can also raise the dead and when Gift of Reasoned has the benefit of already having 1 level each of nature and death, allowing you to avoid the 1st point premiums when empowering.
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January 11th, 2007, 11:30 PM
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Re: Alexander\'s Ever-Expanding Tome of Knowledge,
Oh yes, I love the Carrion Dragon. As far as I'm concerned, with the Gorgon and the Ancient Kraken, it's the third corner of the Holy Triumvirate of Dom3 SCs.
I just wish it were amphibious and/or immortal, but then I wish Ancient Kraken had 6 tentacle attacks (or ideally the 4 it currently has plus two killing-arms, like a real giant squid) 5% natural regeneration, an extra misc. slot (accounting for 10 total tentacles) and a bite attack.
Yes they would be overpowered. Yes, I would certainly give them a price-hike. No, they wouldn't be overbalancing, because they're still 1 unit moving 1 province a turn, and they still have plenty of disadvantages.
I think many Pretenders-SC Pretenders anyway-in Dom3 could use significant physical boosts, (not magic-path boosts mind you), to make them more outstanding compared to the droves and droves of units usually present in a game. Whatever it is, it's a GOD and gods should kick a godly amount of explitive.
The Gorgon, the Ancient Kraken, and the Carrion Dragon are the only Pretenders out there (that I am familiar with) that you can use continuously-from the beginning of the game to the end of the game-as lone province-taking SC's without risking death/crippling affliction. I don't think this is right.
Keep the multitudes of units on the battlefield, but bring back the SC, I say.
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January 13th, 2007, 07:28 PM
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Second Lieutenant
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Re: Alexander\'s Ever-Expanding Tome of Knowledge,
Quote:
HoneyBadger said:
The Gorgon is one that does, because of her inherant Petrification. 200 units attack most SC's and you've got 199, maybe 198 units, and a very dead SC.
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Equipping a charcoal shield (7 ap fireshield) works pretty well too against weak foes.
Quote:
Aleph said:
Edit: Or a Carrion Dragon
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It can cast soul vortex, but it cant regenerate (unless you play pangea and cast the right national priest spell). No regeneration seems so scary against lifeless units.
Quote:
HoneyBadger said:If I can take out a hundred of the other guy's troops per SC of mine, and still keep the SC, it could very well decide the game, even if I'm putting all of my astral pearls into SCs. After all, I'm going to have a lot more of them than the other guy, because that's one thing R'lyeh's good for.
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One risk of a solo 300-gem supercombatant in late late late game is running into a squad of 20 blood-3 mages. Each scripted to cast "life for a life". Total cost 20 blood slaves for 800 armor negating damage at range 100/precision 100.
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January 13th, 2007, 07:39 PM
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Re: Alexander\'s Ever-Expanding Tome of Knowledge,
Yeah, SCs aren't the answer to every strategy problem. I wouldn't solo any 300-gem SC in anything but an early to early-mid game, though. The idea of a 300-gem SC isn't that you solo him, it's that you group him with 4 of his buddies, put a tough army and lots of magical support behind him, and use him as a high-powered shock troop/support unit that you can send head-on into large groups of the enemy and don't have to worry so much about losing.
Basically, it's a main tank.
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