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August 4th, 2008, 04:03 AM
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First Lieutenant
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Re: Countering End-Game Astral
Dont air shield, mistform, luck and etherealness all work against rain of stones?
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August 4th, 2008, 05:25 AM
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First Lieutenant
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Re: Countering End-Game Astral
Quote:
Kuritza said:
Dont air shield, mistform, luck and etherealness all work against rain of stones?
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And they all take time to get into play, and aren't completely effective against all the ways to foil a Communion.
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August 4th, 2008, 07:20 AM
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First Lieutenant
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Location: UK
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Re: Countering End-Game Astral
Smashing the whole battlefield with big damage spells on the first turn or two before big buffs tend to arrive is a recommended tactic.
Also, master enslave is easy resist as I recall (+4). Add in Army of Lead (Earth) and ?Antimagic (Astral) each at +4MR and you should effectively be resisting at +12. Even if your opponent adds in some penetration, you'll lose only a very small chunk of your army. A bigger problem may be your battle mages targeting enslaved troops and catching your own troops rather than the opponent's big concentrations of units.
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August 4th, 2008, 07:40 AM
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National Security Advisor
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Re: Countering End-Game Astral
Army of lead and antimagic don't stack. No pair of buffs which give the same effect stack, in fact (obviously casting army of lead after antimagic will still give you the protection bonus, but no further MR bonus).
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August 4th, 2008, 07:48 AM
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Major
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Re: Countering End-Game Astral
Nuke their armies with overland rituals.
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August 4th, 2008, 08:40 AM
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Captain
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Re: Countering End-Game Astral
MR spells won't save regular troops, they are only usefull to protect people already having correct MR, as you can expect an endgame communion master to have full penetration gear (-5 MR) and one or two more penetration from his level if communion is large and ennemy use LoNS.
So just don't use regular troops, if you need chaff use mindless who can't be enslaved (at least if the opponent don't use arcane domination or undead mastery too).
Ideally only send thugs and mages with MR gear (MR gear = not just one amulet, you usually need 2 MR items in addition to an antimagic spell to start to be safe).If you can summon some, golems are of course a very good choice as they are immune to mind spells. As the communion master may cast soul slays or simple enslave with insane bonuses, you should expect your guys to have to resist against 9 or 10 penetration.
But you can exploit the way the spell AI use these one target spells, as your SC with the higher number of hp is the more likely to be targeted. So if you can give 30 MR to your toughest SC, he will protect a full team of thugs with lower hp and MR (it's not 100% sure but work usually).
Once you can have a thug/mages team surviving astral spells, it's rarely hard to win against astral nations (who rarely have as good access to thugs as their opponents, and usually don't have exceptionnal troops). In addition to mass dammage spells etc..., designing your thugs for making battle long + using some fatigue BE to kill the slaves can very well do the job (especially if the opponent use an half-reverse communion with some casting slaves).
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August 4th, 2008, 09:11 AM
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Lieutenant General
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Re: Countering End-Game Astral
And if you are fighting underwater against the ryleh, you have even less battlefield spells in your arsenal. And you can count on a heavy dose of VOTD to back up the communions.
Which is why the Ryleh is in my top 3 power aces in the Middle Era. That said, there are ways things that can be done.
I am presently engaged in a fierce underwater fight with the Ryleh in one of my mp games. I tend to try to weaken his armies before the battles.
Earth attacks take out keys mages. There are other tactics.
__________________
"War is an art and as such is not susceptible of explanation by fixed formula."
- General George Patton Jr.
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