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Old November 28th, 2003, 12:10 PM

Keir Maxwell Keir Maxwell is offline
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Default Re: Air vs Nature

Quote:
Originally posted by Saber Cherry:
I still want a Water-9 Fire-9. That would be insane, but only Dead Ermor can have one, since there are no water/fire pretenders.
I have just been testing a fire9/water9 Vanheim race using the Moloch - any race that gets the Moloch can do this without having a death scale as long as its 1 click or more off center for temp.

Its a good way to play if you find battles normally take to long.

However a caution - this is not a fast race as the sloth3 tends to delay early expansion by a turn and so on down the line. The idea is that you have ultra nasty basic troops as the game goes on. And watch out for your infantries javalins as they can be really annoying to the Van - I'm not so keen on javelins after more testing.

In my experiance super troops and mid range super combatents die rather easily in Dom2. There seem to be a heap of spells to worry about from soul slay to blindness, combustion, curse, the Machaka fever, poison effects of Hydra, and the list goes on. I lost a pile of water9/fire9 blessed Van to the heat effect of the golden Naga after having routed its army earlier tonight and an over the top prophet to a fleeing Hydra Hatchlings poison cloud. There seems to be higher perentage of pesky mages with indies than in Dom1 which is part of the difficulty.

What races other than Van can build Sacred troops at places other than their capital?

What sacred summons are there? Tomb Wyrms are unholy but thats all I can think of right now though I'm sure there other unholy undead ones. Any good sacred blood summons?

cheers

Keir

[ November 28, 2003, 10:13: Message edited by: Keir Maxwell ]
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  #2  
Old November 28th, 2003, 01:11 PM

HJ HJ is offline
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Default Re: Air vs Nature

Quote:
Originally posted by Keir Maxwell:
quote:
Originally posted by HJ:
At death 4, your troops get lesser fear -4, which means that they influence one square out of 8 that surround them, and force morale check with +1 bonus for the opponent.
If you are right that this is how it works then Death is pretty mislery but are you sure of your explantion whereby -4 fear only hits 1 square around the unit at random? I would have thought it would automatically begin by assigning the fear affect to the square in front of the creature with fear.

Certainly hard to know for sure from practice - I look forward to confirmation on this.

cheers

Keir

Well, I'm basing my assumptions on the statements made by the devs in the following threads:

Lots of info on fear effect & radius in this thread:
http://www.shrapnelgames.com/cgi-bin...4;t=000294;p=2

Also some info on area effects (this time for banners, but it's still applicable):
http://www.shrapnelgames.com/cgi-bin...;f=74;t=000214

If I understand correctly, lesser fear -4 which you get from the death 4 blessing results only in 1 square (or maybe 2 squares, it's nt really clear) out of 8 that surround the unit being randomly selected for the effect and enemies, if present in that square, have to make a morale check while having a bonus of +1. That's why I think it's really not much. If units have intrinsic fear, which gives an area of 5, it stacks nicely with the blessing then. But death 4 blessing is IMHO a rather weak effect.

[ November 28, 2003, 11:27: Message edited by: HJ ]
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  #3  
Old November 28th, 2003, 01:15 PM

HJ HJ is offline
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Default Re: Air vs Nature

Quote:
Originally posted by Keir Maxwell:
What sacred summons are there? Tomb Wyrms are unholy but thats all I can think of right now though I'm sure there other unholy undead ones. Any good sacred blood summons?
Ermorian wailing ladies and juggernaut come to mind as sacred summons.
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Old November 28th, 2003, 01:38 PM

Patrik Patrik is offline
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Default Re: Air vs Nature

Quote:
Originally posted by Keir Maxwell:
I have just been testing a fire9/water9 Vanheim race using the Moloch - any race that gets the Moloch can do this without having a death scale as long as its 1 click or more off center for temp.
Why not a death scale for Vanheim? I can see that death might be a problem with maiximum bless races if the sacred troops are resource heavy and capital only. But Vans are neither. I think death -2 and sloth -1 allows for a faster intial expansion.

Patrik
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Old November 28th, 2003, 09:50 PM

Chris Byler Chris Byler is offline
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Default Re: Air vs Nature

Quote:
Originally posted by HJ:
quote:
Originally posted by Keir Maxwell:
What sacred summons are there? Tomb Wyrms are unholy but thats all I can think of right now though I'm sure there other unholy undead ones. Any good sacred blood summons?
Ermorian wailing ladies and juggernaut come to mind as sacred summons.
T'ien Ch'i Celestial Servant/Soldier and S&A Demon of Heavenly Fires/Rivers are sacred, too.

Void Gate creatures are sacred, but aren't summoned in the ordinary way.
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Pigs, on the other hand, are not bothered, or at least they don't complain.
-- Dominions II spell manual
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Old November 28th, 2003, 10:00 PM
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Nerfix Nerfix is offline
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Default Re: Air vs Nature

Angels(excluding Fallen) are sacred.
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Old November 28th, 2003, 10:57 PM

Teleolurian Teleolurian is offline
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Default Re: Air vs Nature

The precision bonus from high Air magic is usually my driving factor to purchase it, but it's only in testing that I'll take Air 9.

Earth-9 is great for Pythium pretenders, because Reinvigoration works extremely well with Communion Master. Yes, it does.
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