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October 20th, 2006, 01:00 AM
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First Lieutenant
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Join Date: Oct 2006
Location: East Norriton, PA
Posts: 744
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Re: Tactics: Principles, Tips, Tricks, and Traps
That was the idea I thought
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October 20th, 2006, 01:32 AM
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Sergeant
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Join Date: Oct 2006
Posts: 238
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Thanked 11 Times in 3 Posts
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Re: Tactics: Principles, Tips, Tricks, and Traps
Quote:
FAJ said:
That was the idea I thought
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Then I misread it, sorry.
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October 20th, 2006, 12:38 PM
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Second Lieutenant
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Join Date: Aug 2004
Location: Argentina
Posts: 478
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Re: Tactics: Principles, Tips, Tricks, and Traps
asasinating is good but PD raised at lvl 1 will prevent army from routing (you get a commander immune to assasination) even with no real commanders.
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" Jefe, le presento a Manuk, el hombre de la sonrisa de hierro "
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November 8th, 2006, 05:58 AM
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General
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Join Date: Oct 2006
Posts: 3,445
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Re: Tactics: Principles, Tips, Tricks, and Traps
I'd like to add my own meager strategic insight: namely to not let yourself focus on any one tactic or logistic or strategy to the exclusion of all others. This is a trap I tend to fall into-if you want to build a strong artillery, then make sure you have the foot and calvalry you're going to need to capitalize on it. Don't try to outfit your commanders with so much bling that you can't cast mass-effect spells back at the other nation who's hitting you with evocation 9. Don't raise the defense in a single province to 240 expecting that the other guy won't be able to break though it, because the other guy will, one way or another. If you can bless one Jotun jarl or a hundred flagellants, bless the flagellants unless you have a very good reason not to. And as a side note-when defending provinces, raising province defense is fine, but consider what that point of defense specifically is buying you: if it's giving you Jotun militia and spear, raise it up to 20 and then add some human sized archers if you're able to, or heavy infantry/calvalry, or even some slingers. Try to look at what you've got as a whole, instead of as individual parts, because all those parts fit together into a machine, and how well that whole machine works dictates how well you do in the game.
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You've sailed off the edge of the map--here there be badgers!
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November 8th, 2006, 06:40 PM
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Sergeant
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Join Date: Oct 2006
Posts: 351
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Re: Tactics: Principles, Tips, Tricks, and Traps
I have three little ones.
1: Javelineers rule.
2: Against most standard commanders, a Succubus with enough Blood magic to cast Hellbind Heart really comes in handy if you try an assassination in mid-attack. I usually try the spell twice, then just use an enchanted weapon. (Usually Heartfinder Sword. Who am I kidding, always heartfinder sword.) Charm would also be a good one for any assassin, theoretically.
3: Tying in with the last one, be sure to bring a decent supply of commanders along when attacking. Especially if your foe has attack spells he doesn't need to aim. (Or the aforementioned mind-control magic)
And I'm definitely going to remember the Tornado Charm. Thanks much!
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Just because you're paranoid doesn't mean they're not out to get you.
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November 9th, 2006, 12:06 PM
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Shrapnel Fanatic
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Join Date: Oct 2003
Location: Vacaville, CA, USA
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Re: Tactics: Principles, Tips, Tricks, and Traps
"Tornado & Charm" has been my favorite since I came up with it. Its much more efficient than assassins that move, assassinate, move, assassinate. The Tornado/Charm is much easier to actually target his armies with. And you get some great commanders from it while hurting him at the same time. Ive even gotten multiple prophets, and one pretender (Dom2, not sure if Dom3 prevents that)
Setup a lab someplace as a capture factory. A Garnet Amazon province works well. One or two air mages to cast tornado, then a bunch of blood mages to cast hellbind heart. As soon as you get a commander, put all his equipment into the lab and start him moving to the capital to pick up troops.
But dont put any PD into it. That messes things up. Especially if you get archer PD. You want units that you can tell to stay out of the fight for a couple of rounds, then attack whatever is too powerful to charm.
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-- DISCLAIMER:
This game is NOT suitable for students, interns, apprentices, or anyone else who is expected to pass tests on a regular basis. Do not think about strategies while operating heavy machinery. Before beginning this game make arrangements for someone to check on you daily. If you find that your game has continued for more than 36 hours straight then you should consult a physician immediately (Do NOT show him the game!)
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November 9th, 2006, 03:28 PM
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Sergeant
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Join Date: Oct 2003
Location: Vienna, Austria, Europe
Posts: 234
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Re: Tactics: Principles, Tips, Tricks, and Traps
Commander snatching:
The new dom3 spell "Winged Monkeys" works like the "Tornado" spell "Wind Ride" (Transport enemy commanders to your lab). If you use Nature mages to charm enemy commanders, remember that "Charm" has a very short range. Place your mages at the front (!) of the battlefield and sript to attack one turn and 4 x charm. Give big groups of bodyguards to your commanders. Forge spell focus or rune smashers for your mages.
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