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September 15th, 2007, 03:11 AM
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Second Lieutenant
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Join Date: Mar 2007
Location: Holbrook,AZ
Posts: 456
Thanks: 3
Thanked 11 Times in 11 Posts
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Air Strikes
How do you handle being on the recieving end of multiple earth attack/Ashen angels/mind hunts/vengeance of the deads?
And are they effective use of mage time/gems? Right now my opponent has 2 pretty unstoppable armies filled with 20-30 air casters who spam thunder strike. Right now I am chasing his armies with a bunch of lighting resistant Banelords. In the meantime I am hitting his armies with 4 ahen angels, 5 mind hunts with +2 penetration and 3 veangance of the deads with +4 penetration.
I am just wondering if there is a more effective use for the gems and mages. My opponent hasnt seemed to lose his cool like I thought he would. Although he hasnt added any astral mages to his armies either.. I am waiting for the turn where all of my mind hunting mages get feebleminded..
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September 15th, 2007, 03:21 AM
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Colonel
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Join Date: Dec 2006
Location: Dallas, Tx
Posts: 1,712
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Re: Air Strikes
It all depends on the targets. If you are getting good quality targets (decent mages) then usually - yes. Also since the army is putting you in a bind make it worth even more gems than usual. If you are just getting non-mages - then no.
Strange that he hasn't put in an astral mages there. Mind Hunts are the best assassination spell out there sans astral mages. You have more guts than I do risking them like that. .
Invest in Thunder Wards or something like that...
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September 15th, 2007, 03:32 AM
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Second Lieutenant
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Join Date: Mar 2007
Location: Holbrook,AZ
Posts: 456
Thanks: 3
Thanked 11 Times in 11 Posts
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Re: Air Strikes
Thunder ward is only 50% Its not enough. And its only limited to area 15. It just doesnt work vs 20 thunder strikes a turn. I have tried it
I have a few fairy queens ready for when the mass feeblemind happends.
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September 15th, 2007, 07:24 AM
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BANNED USER
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Join Date: Feb 2007
Posts: 5,463
Thanks: 165
Thanked 324 Times in 190 Posts
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Re: Air Strikes
All the wards are garbage. Sorry, but they are :]
Immuity is useful. Natural res is useful. Items that give res are excellent. Ward spells are not.
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September 15th, 2007, 07:58 AM
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National Security Advisor
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Join Date: Sep 2003
Location: Eastern Finland
Posts: 7,110
Thanks: 145
Thanked 153 Times in 101 Posts
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Re: Air Strikes
Quote:
Sombre said:
All the wards are garbage. Sorry, but they are :]
Immuity is useful. Natural res is useful. Items that give res are excellent. Ward spells are not.
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Fire and Flame Wards can be combined to 100% resistance, IIRC. You'd need Fire, Water and Earth to pull it off, but that's just one more reason to love Agartha...
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September 15th, 2007, 03:29 PM
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Second Lieutenant
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Join Date: Nov 2004
Posts: 449
Thanks: 0
Thanked 3 Times in 2 Posts
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Re: Air Strikes
Teleport/Cloud Trapeze a squad of 3, maybe even 4 or 5, mages, scripted 1x or 2x Rain of Stones, retreat, on top of his army.
Of course, you haven't told us what nations are involved, so you might not have Air/Earth mages. This also won't work if he has beefy air mages. If your RoS squad is on the fragile side you probably want to cast some form of mistform on your guys 1st, and hope he doesn't do the same. And you want to make sure you have a safe place to retreat.
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