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February 10th, 2007, 02:55 PM
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Corporal
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Join Date: Sep 2006
Posts: 64
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Thanked 4 Times in 2 Posts
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Re: Pls explain how early summoning spells are use
yeah, I've probably been too excited about making sure they don't "loose rounds" getting to the fight.
Next time I play Abyssia, I'll try starting them even further back and see how that works for improving longevity
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February 10th, 2007, 03:07 PM
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Major
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Join Date: Nov 2003
Location: Finland
Posts: 1,050
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Re: Pls explain how early summoning spells are use
If you have enough melee troops in front the drakes will never get a chance to engage the enemy even if they are close to the front line.
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February 10th, 2007, 03:43 PM
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Brigadier General
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Join Date: Oct 2006
Location: Northern Ireland
Posts: 1,923
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Re: Pls explain how early summoning spells are use
True, a wide line of melee troops should prevent the drakes passing them.
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February 12th, 2007, 11:33 AM
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Private
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Join Date: Jan 2007
Posts: 28
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Re: Pls explain how early summoning spells are use
I have a problem with a couple of the Nature summons. Summon Treelord gets you a static N4 commander with no hand slots. Summon Ivy King gets you a mobile N3 commander, who you can give the staff which gives you a N2 bonus, so he should be able to reach a higher level than the Treelord.
I've never had any joy with Ivy Men, and I'm not much of a fan of Ivy Ogres. They have protection of something like 3, and they just drop like flies beneath any sort of ranged attack. I might give them another try, using the Ivy King with the Crown of the Ivy King (and there may be another magic item as well which gives you bonuses, I forget). But one of my main goals when building an army is to have troops which will last. The experience helps, but it's just so much more effective if you can build an army which is capable of capturing a few provinces without having to stop and wait for reinforcements. Vine Men/ Ogres rarely last more than one or two battles (in my admittedly fairly limited experience). I experimented a bit using them in an army which used a lot of poison, but most of the time I'd prefer to have undead, if I want poison immunity. I tend to think there are better uses of your gems and mages' time.
A couple of comments I would make on the list of 'Good' 'Bad' and 'Ugly' summons: playing as Oceania against a nation with a lot of missile troops, I used just about all the Ethereal spells I could get my hands on, including Ether Gate. Yes it's expensive, but in the circumstances where you have lots of gems and very few troops you can fight with on land, it can be worth it. Once I'd established my beachhead, I then used Summon Animals/ Summon Pride of Lions/ Summon Animal Horde, as I had plenty of nature gems, and you can't really build an army around Mermen and Seatrolls on their own. I even cast Horned Serpents a couple of times. They're not great value for money, but they're the only animals with reasonable protection, so have some staying power against arrows.
The Animal Horde consumes an enormous amount of food, and the low protection means they tend to only last one or two battles. But it's a very cost effective use of nature gems if you want to build an army fast. You can have 100 animals for 30 gems in one turn, and I'd take that over almost any number of Ivy Ogres.
I guess what you may have gathered from this is that almost all the summoning spells can be of use in right circumstances, it depends on the nation you're using and what your needs are for gems vs. money at any one point in time.
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February 12th, 2007, 11:38 AM
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Brigadier General
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Join Date: Oct 2006
Location: Northern Ireland
Posts: 1,923
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Re: Pls explain how early summoning spells are use
If you find vine men/ogres too vunerable try spells like mass protection, mass regeneration, will of the fates and other protection/survivability boosting spells.
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February 12th, 2007, 01:09 PM
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Second Lieutenant
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Join Date: Jan 2007
Location: Ohio
Posts: 527
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Re: Pls explain how early summoning spells are use
you could say that for anything though shovah. put those same spells on a less vulnerable unit and instead of going from bad to ok, you go from ok to good.
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February 12th, 2007, 01:23 PM
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First Lieutenant
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Join Date: Jan 2004
Location: Berlin, Germany
Posts: 790
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Re: Pls explain how early summoning spells are use
Quote:
BigDisAwesome said:
you could say that for anything though shovah. put those same spells on a less vulnerable unit and instead of going from bad to ok, you go from ok to good.
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Mass regeneration is good on high hitpoint creatures like the ogres. Not that good on low HP units
Mass protection is good especially on the ogres too because it mainly brings up protection from 5 to 10, which is an increase of 5. In case of a high former protection it only add 1.
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February 12th, 2007, 01:18 PM
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Sergeant
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Join Date: Jan 2005
Location: Rhode Island, USA
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Re: Pls explain how early summoning spells are use
The power of Vine Ogres is the mass of cheap HP they provide. Their staying power depends entirely on HP instead of protection, and their speed-of-output is slow compared to animals. But if you have time to accumulate them, they're very cheap; even if you only have an Ivy Crown, you're getting >100 HP for only 2 nature gems, and that ratio goes up to 200-250 once you start getting Treelords' Staves and Ivy Kings.
I agree that the Treelords themselves suck, though. I've never found any particularly good use for them, except as a side course during an Enchantment-school rush.
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February 12th, 2007, 01:35 PM
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Major General
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Join Date: Feb 2004
Location: Houston, Texas
Posts: 2,435
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Re: Pls explain how early summoning spells are use
Quote:
Ewierl said:
The power of Vine Ogres is the mass of cheap HP they provide. Their staying power depends entirely on HP instead of protection, and their speed-of-output is slow compared to animals.
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Yeah, the trick to using vine ogres is to understand what not to use them for.  They're very cost effective against armor piercing/negating attacks, but you have to think more along the lines of longdead chaff. They're great for fatiguing people out, they're not undead so those counters are out, they're cheap to mass, and they buff a lot better than longdead because of the HP. Still, they don't have good long term survivability no matter what you do, so I tend to just mass them as reserve troops which slowly accumulate until there is a decisive battle I can throw them in. They don't have an upkeep and don't eat, so just leave them steadily ammassing rather than using them for general expansion where they'll quickly dwindle.
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February 12th, 2007, 01:19 PM
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Shrapnel Fanatic
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Join Date: Oct 2003
Location: Vacaville, CA, USA
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Re: Pls explain how early summoning spells are use
Animal horde can be made more effective by breaking up the results into squads that make the best use of their abilities. Sticking everything you get into one mass of animals doesnt do very well in battle. If you look at the speeds, morale, the hit points, the special abilities.. and then divide them up to use them as flyers, stealth, boosting infantry, flankers, emergency fills of front-line armies, etc... then I think people would be abit happier with them.
I try to never use vinemen/vineogres alone. They are free, dont eat food, and have high morale. But I find their best use is that if I mix them in with my 30 spearmen then my spearmen take less hits, stay in the fight longer, and can get more stabs in on the battle because they arent the only target on the field. If I did an AAR Id say something like "OK men, be sure to use those moving bushes I mixed in with you. Hide behind them and stab around them."
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