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  #21  
Old May 3rd, 2010, 04:39 PM

Tonno Tonno is offline
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Default Re: Recovering from raids

...
Well I do not have much xp in pvp mod of dominions...but what I learned form computers show to me the best way of deff for short time (after that u have to push an counterattack)...

When some one att u,make a solid deff in provinces (pull an line) 2-3 months from your borders,build some hard forts if possible (mountain) in provinces with no fort rais a lot of province def army (u know the thing that goes to 125) and rais or gather army with minimal 2xp in it...when enamy comes to the line start torture him with magic and then pull an counterattack (u can even wait untill he lose a lot of army on your deff line and then strike)
That works for me,almost every time...

How to recover...Have no good idea,I usually put low taxes for 3 months in taken provinces,and build tempels and prists that preach,that helps a lot...and then i strike again...
PS
Sorry for bad english,I hope u could understand me...
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  #22  
Old May 3rd, 2010, 06:48 PM

Cammorak Cammorak is offline
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Default Re: Recovering from raids

Quite frankly, I was in a pretty poor position to be hit. I had gone light on mages in an effort for quick expansion and was caught with my pants down about one or two turns before I was going to consolidate my army.

So I think Neifel has fine counter-raiding potential with teleporting thugs and comparatively low opportunity-cost thug item construction. Making a smooth transition is critical to the success of this though, which is something I failed to do well.

It actually seems like luck scales are a reasonable boon for raided nations as well. Though they're all different scenarios, my limited game experience sees me responding much better when random events supplement my crippled income or provide extra gems/items for counters.

Though counter raiding is great, the danger is that you still have an enemy stomping around in your territory, so you have to develop your counter-raiding force and still create an answer.

I had a little success with indy archer supplementation, but I'm not sure if it's worth the price either.
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  #23  
Old May 3rd, 2010, 07:59 PM
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Baalz Baalz is offline
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Default Re: Recovering from raids

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Originally Posted by chrispedersen View Post
Quote:
Originally Posted by Baalz View Post
As I point out in my Niefel guide, lining up crystal coins is a huge win for Niefel, so much so it's worth considering at pretender creation. With crystal coins + caps you've got plenty of S3 Gygja which rather negates most of the concerns listed here. Mindhunts are suddenly not an option against you, and it's not all that high a bar to line up a dozen teleporting anti-raiders.
Well, I more or less agree on the principle but I think caps alone are sufficient. An 80% chance of getting feebleminded/killed with an s2 gygja is more than enough to persuade me to try soemthing else.
S3 means I've got a 50% chance I can get a teleport off before you get a mindhunt...so those Skratti targets that you know are tempting and I know are tempting are whole lot more dangerous to snipe when I'm expecting mind hunts.
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  #24  
Old May 4th, 2010, 12:42 PM
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Wrana Wrana is offline
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Default Re: Recovering from raids

Quote:
Originally Posted by Tonno View Post
When some one att u,make a solid deff in provinces (pull an line) 2-3 months from your borders,build some hard forts if possible (mountain) in provinces with no fort rais a lot of province def army (u know the thing that goes to 125) and rais or gather army with minimal 2xp in it...when enamy comes to the line start torture him with magic and then pull an counterattack (u can even wait untill he lose a lot of army on your deff line and then strike)
That works for me,almost every time...

How to recover...Have no good idea,I usually put low taxes for 3 months in taken provinces,and build tempels and prists that preach,that helps a lot...and then i strike again...
PS
Sorry for bad english,I hope u could understand me...
Yes, that's a good way to lose.
While you are raising your great army and PD 125, you lose most of your provinces to raids. Or you've already won if you have such free resources and aren't get countered.
PD is helpful, of course - but it soon becomes cheaper to use your money for something more productive. And big army is precisely what is being prevented by many small raids.
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  #25  
Old May 4th, 2010, 12:46 PM
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Default Re: Recovering from raids

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Originally Posted by Baalz View Post
S3 means I've got a 50% chance I can get a teleport off before you get a mindhunt...
Did you mean teleporting in? So that Gigja who wasn't present in the province will be here before mindhunter kills off a Scratti?
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  #26  
Old May 4th, 2010, 12:52 PM

Rookierookie Rookierookie is offline
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Default Re: Recovering from raids

He means having the teleport spell go off. The teleport spell has a 50% chance of resolving before mind hunt due to the way Dom3 handles orders.
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  #27  
Old May 4th, 2010, 02:12 PM
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Default Re: Recovering from raids

Yes, I mean if I'm expecting a mindhunt and have a S3 mage I can teleport him in, giving a 50% chance to feeblemind anybody who targets that tempting low MR skratti who otherwise looks like a perfect target. Do that once or twice and you probably won't have to anymore as the mindhunts will likely stop. Most people can't afford to risk their rare and expensive S4 mages on iffy mindhunt targets.
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  #28  
Old May 4th, 2010, 03:27 PM
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Default Re: Recovering from raids

Of just teleport two guys - one with low ID and another one with high. This will provide nearly 100% chance of feebleminding the mindhunter and is easily performed by any nation that gets at least steady S2 from recruitable mages.
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  #29  
Old May 4th, 2010, 03:28 PM
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Default Re: Recovering from raids

Frankly speaking, all this id-oriented stuff is one of the things that make me strongly feel how the game is poorly implemented inside.
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  #30  
Old May 4th, 2010, 03:42 PM

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Default Re: Recovering from raids

It's a nice simple way of making things appear to be random in almost any case where it makes any difference. And most of the cases where it is abusable the cost of doing so is higher than it's worth.
But yes, it's a hack. Clever, but not really a good way to solve the problem.


And back on the issue at hand, teleporting S mages in to counter potential Mind Hunts works until your enemy realizes that's what you're doing and teleports/flies in anti-SC thugs to take out the original target and anti-mindhunters. Counter and counter-counter.

And going farther back in the original discussion, one of the reasons I like Jotunheim over the other 2: sneaking S1 Vaetti hags along with the Skratti thugs. No need for boosters to teleport. No need to expose the mind hunt counters to attack.
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