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April 7th, 2009, 03:45 PM
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Re: Help with Darkness
Take a look at Baalz's Neifelheim guide (and other threads) for ideas on Skratti thugs. Skratti stay the same through all three ages, so the other approaches generally apply.
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April 7th, 2009, 03:53 PM
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Re: Help with Darkness
Quote:
Originally Posted by thejeff
Take a look at Baalz's Neifelheim guide (and other threads) for ideas on Skratti thugs. Skratti stay the same through all three ages, so the other approaches generally apply.
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Done ther's a fantastic guide to Utgard
Skratti (or "Skrattini" as I like to call them) with frostbrands, shield of the accursed, vine shields, lucky and antimagic amulets are already in.
Quikened - breath wintered and so on...

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April 7th, 2009, 06:42 PM
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Re: Help with Darkness
Quote:
Originally Posted by Il Magno
Skratti (or "Skrattini" as I like to call them) with frostbrands, shield of the accursed, vine shields, lucky and antimagic amulets are already in.
Quikened - breath wintered and so on...
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Don't use frostbrands against undead, they are immune. Same goes for breath of winter. You say you have a rainbow pretender so put him to work and forge firebrands and charcoal shields. Two things that work fine in the dark + vs undead.
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April 8th, 2009, 12:14 AM
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Re: Help with Darkness
Executor is really *very, very * good with darkness. Sooo take his advice seriously.
Solar brilliance is not a very effective solution, as darkness iirc is 6 and solar brilliance is 7 and it can be a loooooong time to research up that path unless for some reason you've already started up that way.
Some ideas for you:
1. Cavemen (an indy) have 50% darkvision, and good hit points. 50% cold and fire resistance. So against a darkness spamming opponent .. a good choice.
2. Also - thugs. Turn Black servents or other undead (wights, banes) into supercombatants or thugs.
3. Counter punch. Every casting of darkness costs 4? gems.
The game is about destruction of force, not capturing provinces.
Set your troops up to the rear, do a hold, hold, retreat. Make him burn his gems.
Either have a restrcited retreat choice, or station commanders in the adjacent provinces to recollect your troops.
Next turn - hit him again - and retreat. Use things like call of the wild or call of the winds.
Remember that he has to bring up gems - cut off his resupply route. Make him build labs to resupply. Take the labs and destroy them. (station a scout in the territory...)
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April 8th, 2009, 07:20 AM
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Re: Help with Darkness
Thx all of you guys!
Fantastic support.
Well a couple of replyes from my side:
Skratti frost brand; may be is it worthful to replace them with Elf bane? I did that to fight a huge fire snake force Man was throwing to me. Agartha blinded sacred are also magical beings.
Thx also for the info: breath of winter --> useless vs Undead.
Than thx to Chrispedersen, it's a very logic tactic and a very apreciated feedback to me: I am not mind-oriented to this approach, I am always thinking on how to attack and not a lot on how to defend. Your suggestion is very good to me because works the opposite, a sort of attack just to defend youself, end to prepare "YOUR" attack.
A clarification please: what's the "Executor" you mentioned?
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April 8th, 2009, 08:56 AM
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Re: Help with Darkness
Quote:
Originally Posted by Il Magno
I have illusinists and crysal mages also at my disposal
A clarification please: what's the "Executor" you mentioned?
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Executor probably wrote one of the Darkness guides.
Blade Wind, Destruction, Gifts from Heaven and other such spells would be very useful if you could get them off before Darkness is cast. In the dark, they'll devastate your own army. When defending, you can cast them on the first turn, but script the mages for something precise after that. Mind Burn and other Astral spells from Thaumaturgy have prec 100, so they should work even in the dark.
If you already have Evocation 5, consider using Earthquake to damage his undead horde and, some of his human mages if you get lucky.
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