.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

Raging Tiger- Save $9.00
winSPMBT: Main Battle Tank- Save $6.00

   







Go Back   .com.unity Forums > Illwinter Game Design > Dominions 3: The Awakening

Reply
 
Thread Tools Display Modes
  #21  
Old February 19th, 2009, 12:11 PM

chrispedersen chrispedersen is offline
BANNED USER
 
Join Date: May 2004
Posts: 4,075
Thanks: 203
Thanked 121 Times in 91 Posts
chrispedersen is on a distinguished road
Default Re: Using assassins for expansion

Quote:
Originally Posted by Baalz View Post

Right, as I said I think it really only makes sense if you're able to snag a couple very nice and otherwise well defended provinces.
I know you weren't considerng 'seducers' as assassins but I'd like to expand the category and address their utility as well.
Some nations have a commander that can seduce - Arcocephale, Pangaiea, and Lanka come to mind.

These kind of commanders can give your race a valuable entry into magic paths you might not otherwise be able to find; can save you money, and can gain you items that you might otherwise not be able to afford.

I *love* CBM games with garrisons - because it is not unusual that when your seduction works - you gain a commander that has 30 gems and various magic items.

Early game - those 30 gems are huge. And for example against blood druids you can do it 5 times. If you get lucky - this means you can cast GoH as fast as you can research it!

Additionally, as dragar noted, prophetizing an assassin is fairly synergistic. The assassin gets improved hp, attack/def.
Which increases his ability to assassinate. Plus he is now a stealthy prophet.

Finally, sending an assassin can break the script for a well crafted province, even if it loses. This works especially well for a skelly spamming assassin.

The assassin may kill blood slaves, or the mage may cast gems reducing the defenses.

And, depending on your luck, there are times when just killing one commander may have large implications. For example if you are ermor/ctis - and you get lucky and assassinate the only priest in a garrison you have probably just saved *quite* a few undead. No need to assassinate the remainder.
Reply With Quote
  #22  
Old February 19th, 2009, 07:21 PM

Dragar Dragar is offline
First Lieutenant
 
Join Date: May 2008
Location: Perth, Western Australia
Posts: 731
Thanks: 17
Thanked 36 Times in 17 Posts
Dragar is on a distinguished road
Default Re: Using assassins for expansion

Quote:
Originally Posted by chrispedersen View Post
Additionally, as dragar noted, prophetizing an assassin is fairly synergistic. The assassin gets improved hp, attack/def.
Which increases his ability to assassinate. Plus he is now a stealthy prophet.
It isn't the hp and attack/def that matters, its the ability to smite not many indy commanders can survive more than a couple of rounds of smiting
Reply With Quote
  #23  
Old February 19th, 2009, 07:34 PM

Aezeal Aezeal is offline
Lieutenant General
 
Join Date: Sep 2007
Posts: 2,691
Thanks: 5
Thanked 39 Times in 31 Posts
Aezeal is on a distinguished road
Default Re: Using assassins for expansion

I'd say be save and just use a group of 3 assasins and a scout. 3x assassinate then take it with the scout and keep moving Having said that I think it'll be slower than regular expansion since it takes more turns. Also loosing an assasin can be more expensive than just loosing 1-2 troops each province.
__________________
Want a blend of fantasy and sci-fi? Try the total conversion Dominions 3000 mod with a new and fully modded solar system map.
Dragons wanted? Try the Dragons, Magic Incarnate nation.
New and different undead nation? Try Souls of Shiar. Including new powerfull holy magic.
In for a whole new sort of game? Then try my scenario map Gang Wars.
Reply With Quote
Reply

Bookmarks

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 05:27 PM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2024, Shrapnel Games, Inc. - All Rights Reserved.