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December 2nd, 2008, 04:16 PM
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Re: Beware of Ashdod
The range of Steller Cascades is 30. Those extra 5 squares are quite helpful. You can't use the attack-attack-cast tactic while the Nahualli are in turkey form, as they will fly right up to a big scary giant. For everyone else it shoudl be fine if you keep them well guarded.
MaxWilson, Gifts From Heaven is another great spell. It's real problem isn't in it's effectiveness. It's problem is in it's accessibility. Earth and Astral is a lot harder to find then just astral. In the middle age you would have to avoid playing 16 of the 23 nations. Out of the 7 remaining nations, one is Ashdod. Further more, only 3 of the 6 other nations can cast the spell using non-capitol only mages. Lastly, only the Starspawns of Ry'leh and the Warlocks of Abysia even have a chance of actually having E3S1, though those chances are slim to say the least. Meaning that everyone else has to either boost with earthpower, start a communion, or wear earth boosters.
Yet, if we are going to bring the spell up, then yes it is quite effective against giants, or anything for that matter. Another spell to keep in mind is Bane Fire, 53+ AP damage.
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December 2nd, 2008, 06:51 PM
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Lieutenant General
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Re: Beware of Ashdod
Quote:
Originally Posted by AreaOfEffect
The range of Steller Cascades is 30. Those extra 5 squares are quite helpful. You can't use the attack-attack-cast tactic while the Nahualli are in turkey form, as they will fly right up to a big scary giant. For everyone else it shoudl be fine if you keep them well guarded.
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Well, it's more a general trick, and I haven't really worked with Mictlan yet, so they are an obvious exception.
As far as everyone else goes, of course you want to arrange so that the mages will still stay behind your lines. This is generally not altogether difficult to accomplish, at least I've never had any significant issues with blocking. Obviously, the worst problem is if the enemy is so close up, that your line doesn't move forward much. Your mages aren't too likely to run past your line, but they will be pressed up against it from behind, and may not move forward as much as you'd like them to. On the bright side, if they can actually block your whole line, they are most likely using more chaff than thugs, so you've already made them shift to a strategy that is less effective overall.
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December 2nd, 2008, 06:59 PM
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Major General
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Re: Beware of Ashdod
Quote:
Originally Posted by JimMorrison
As far as everyone else goes, of course you want to arrange so that the mages will still stay behind your lines. This is generally not altogether difficult to accomplish, at least I've never had any significant issues with blocking. Obviously, the worst problem is if the enemy is so close up, that your line doesn't move forward much. Your mages aren't too likely to run past your line, but they will be pressed up against it from behind, and may not move forward as much as you'd like them to. On the bright side, if they can actually block your whole line, they are most likely using more chaff than thugs, so you've already made them shift to a strategy that is less effective overall.
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Rather than forcing a strategy shift, I think you've merely proven that "archer decoys" are good policy against mages too. I.e. if you plan to lurk at the back of the battlefield you need some decoys to prevent mages from closing during the first couple of turns and/or soak up AoE fire.
If everyone here aware that the difference between "Cast Spells" and "Stay Behind Troops" is that "Stay Behind Troops" will advance behind troops in lieu of casting spells that take him over 100 fatigue? Could also be useful in this situation, instead of [attack, attack, cast].
-Max
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December 3rd, 2008, 01:55 AM
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Lieutenant General
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Re: Beware of Ashdod
Quote:
Originally Posted by MaxWilson
If everyone here aware that the difference between "Cast Spells" and "Stay Behind Troops" is that "Stay Behind Troops" will advance behind troops in lieu of casting spells that take him over 100 fatigue? Could also be useful in this situation, instead of [attack, attack, cast].
-Max
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I have had VERY mixed results with that tactic, often resulting in a caster with >50 fatigue casting no spells, just milling around like an idiot. Otherwise it would be superb if your opponent lacked missiles, and you expected your line to hold... they might even just do a bunch of buffs at first.
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December 3rd, 2008, 09:36 AM
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Sergeant
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Re: Beware of Ashdod
Quote:
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Originally Posted by MaxWilson
Rather than forcing a strategy shift, I think you've merely proven that "archer decoys" are good policy against mages too. I.e. if you plan to lurk at the back of the battlefield you need some decoys to prevent mages from closing during the first couple of turns and/or soak up AoE fire.
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Yes, this tactic can be helpful. For example, Lanka can often benefit from putting a bunch of "free" longdead (reanimate them with your priests) in the front lines as banish decoys. Meanwhile, all of your sacred demons hang back to be blessed before they charge into melee combat....
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July 2nd, 2011, 11:08 PM
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Second Lieutenant
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Re: Beware of Ashdod
Quote:
Originally Posted by AreaOfEffect
The range of Steller Cascades is 30. Those extra 5 squares are quite helpful. You can't use the attack-attack-cast tactic while the Nahualli are in turkey form, as they will fly right up to a big scary giant. For everyone else it shoudl be fine if you keep them well guarded.
MaxWilson, Gifts From Heaven is another great spell. It's real problem isn't in it's effectiveness. It's problem is in it's accessibility. Earth and Astral is a lot harder to find then just astral. In the middle age you would have to avoid playing 16 of the 23 nations. Out of the 7 remaining nations, one is Ashdod. Further more, only 3 of the 6 other nations can cast the spell using non-capitol only mages. Lastly, only the Starspawns of Ry'leh and the Warlocks of Abysia even have a chance of actually having E3S1, though those chances are slim to say the least. Meaning that everyone else has to either boost with earthpower, start a communion, or wear earth boosters.
Yet, if we are going to bring the spell up, then yes it is quite effective against giants, or anything for that matter. Another spell to keep in mind is Bane Fire, 53+ AP damage.
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MA Ulm actually has some chances of getting it too (as Earth Boots are dirt cheap for them), but it relies on luck to get sufficient S1 Master smiths.
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