|
|
|
 |

September 28th, 2009, 10:36 AM
|
First Lieutenant
|
|
Join Date: Oct 2008
Location: In Ulm und um Ulm herum
Posts: 787
Thanks: 133
Thanked 78 Times in 46 Posts
|
|
Re: Why convert the starting scout to a prophet in turn 1
Quote:
Originally Posted by Squirrelloid
You want stealth preaching. A unit with sneak and Hx can preach while hiding, allowing you pinpoint targetting on dominion spread, possibly in a dom-kill attempt. And he gets his prophet dom-spread check as well. Speaking of...
|
Did you try this?
I did, even backed up by stealthy priests and normal domspread, no way.
A h3 priest has a 90% chance - 5 * enemy domstrength, so against a dom 6 (which is already on the lower end) you have 60% chance to reduce a candle from the capital and another one for being prophet, but the enemy gets 3 to 6 100% chances or so every turn...
He is quite handy to push away evil dom though.
|

September 28th, 2009, 11:01 AM
|
 |
General
|
|
Join Date: Mar 2007
Location: Japan
Posts: 3,691
Thanks: 269
Thanked 397 Times in 200 Posts
|
|
Re: Why convert the starting scout to a prophet in turn 1
Quote:
Originally Posted by Illuminated One
Quote:
Originally Posted by Squirrelloid
You want stealth preaching. A unit with sneak and Hx can preach while hiding, allowing you pinpoint targetting on dominion spread, possibly in a dom-kill attempt. And he gets his prophet dom-spread check as well. Speaking of...
|
Did you try this?
I did, even backed up by stealthy priests and normal domspread, no way.
A h3 priest has a 90% chance - 5 * enemy domstrength, so against a dom 6 (which is already on the lower end) you have 60% chance to reduce a candle from the capital and another one for being prophet, but the enemy gets 3 to 6 100% chances or so every turn...
He is quite handy to push away evil dom though.
|
Every bit helps. It's especially useful if you've captured the capitol and are preaching there, but the dominion you are trying to kill exists in a neighbor province that you cannot invade (because it belongs to a third party, or because your army needs to sit on the cap in case of a possibility of break siege). This can make the difference between an easy capitol capture from a dom kill, and a hellacious fight against a horde of enemy mages.
__________________
Whether he submitted the post, or whether he did not, made no difference. The Thought Police would get him just the same. He had committed— would still have committed, even if he had never set pen to paper— the essential crime that contained all others in itself. Thoughtcrime, they called it. Thoughtcrime was not a thing that could be concealed forever.
http://z7.invisionfree.com/Dom3mods/index.php?
|

September 28th, 2009, 11:41 AM
|
First Lieutenant
|
|
Join Date: Oct 2008
Location: In Ulm und um Ulm herum
Posts: 787
Thanks: 133
Thanked 78 Times in 46 Posts
|
|
Re: Why convert the starting scout to a prophet in turn 1
Quote:
Originally Posted by vfb
Quote:
Originally Posted by Illuminated One
Quote:
Originally Posted by Squirrelloid
You want stealth preaching. A unit with sneak and Hx can preach while hiding, allowing you pinpoint targetting on dominion spread, possibly in a dom-kill attempt. And he gets his prophet dom-spread check as well. Speaking of...
|
Did you try this?
I did, even backed up by stealthy priests and normal domspread, no way.
A h3 priest has a 90% chance - 5 * enemy domstrength, so against a dom 6 (which is already on the lower end) you have 60% chance to reduce a candle from the capital and another one for being prophet, but the enemy gets 3 to 6 100% chances or so every turn...
He is quite handy to push away evil dom though.
|
Every bit helps. It's especially useful if you've captured the capitol and are preaching there, but the dominion you are trying to kill exists in a neighbor province that you cannot invade (because it belongs to a third party, or because your army needs to sit on the cap in case of a possibility of break siege). This can make the difference between an easy capitol capture from a dom kill, and a hellacious fight against a horde of enemy mages.
|
Hmm, well I was thinking of domkill as a strategy not as a coup de grace now. In that case it might help you, however I'd still say that's a niche situation - as soon as your enemy realizes his dom is dying he has no other chance than to try and break the siege and give you the fight.
|

September 28th, 2009, 06:55 PM
|
 |
General
|
|
Join Date: Mar 2007
Location: Japan
Posts: 3,691
Thanks: 269
Thanked 397 Times in 200 Posts
|
|
Re: Why convert the starting scout to a prophet in turn 1
Quote:
Originally Posted by Illuminated One
Quote:
Originally Posted by vfb
Quote:
Originally Posted by Illuminated One
Did you try this?
I did, even backed up by stealthy priests and normal domspread, no way.
A h3 priest has a 90% chance - 5 * enemy domstrength, so against a dom 6 (which is already on the lower end) you have 60% chance to reduce a candle from the capital and another one for being prophet, but the enemy gets 3 to 6 100% chances or so every turn...
He is quite handy to push away evil dom though.
|
Every bit helps. It's especially useful if you've captured the capitol and are preaching there, but the dominion you are trying to kill exists in a neighbor province that you cannot invade (because it belongs to a third party, or because your army needs to sit on the cap in case of a possibility of break siege). This can make the difference between an easy capitol capture from a dom kill, and a hellacious fight against a horde of enemy mages.
|
Hmm, well I was thinking of domkill as a strategy not as a coup de grace now. In that case it might help you, however I'd still say that's a niche situation - as soon as your enemy realizes his dom is dying he has no other chance than to try and break the siege and give you the fight.
|
Well, I just had that niche situation happen twice in a row in the same game.  YMMV of course, and it helps to have H3s and/or inquisitors to actually wipe out the enemy cap dominion.
__________________
Whether he submitted the post, or whether he did not, made no difference. The Thought Police would get him just the same. He had committed— would still have committed, even if he had never set pen to paper— the essential crime that contained all others in itself. Thoughtcrime, they called it. Thoughtcrime was not a thing that could be concealed forever.
http://z7.invisionfree.com/Dom3mods/index.php?
|

September 29th, 2009, 09:56 PM
|
BANNED USER
|
|
Join Date: May 2004
Posts: 4,075
Thanks: 203
Thanked 121 Times in 91 Posts
|
|
Re: Why convert the starting scout to a prophet in turn 1
Usually I prophetize the scout when I:
a). I need the commander to patrol, because I've set the taxes to 200 or so.
b. When I need the extra fire power - for example some nations have standard commanders - so keeping them near the troops is a good idea.
c. I like flying scouts - so pangaiea is cool.
d. Some units (vanheim?) have mages that are too useful to prophetize.
|

October 4th, 2009, 06:34 PM
|
Corporal
|
|
Join Date: Apr 2009
Posts: 94
Thanks: 1
Thanked 4 Times in 3 Posts
|
|
Re: Why convert the starting scout to a prophet in turn 1
Quote:
Originally Posted by chrispedersen
Usually I prophetize the scout when I:
a). I need the commander to patrol, because I've set the taxes to 200 or so.
|
200? I know its customary to jack up taxes a bit for the first turn, but does anyone ever have a starting army big enough to patrol down 200 taxes worth of unrest?
|

October 4th, 2009, 07:30 PM
|
 |
Major
|
|
Join Date: Feb 2009
Location: Me a viking
Posts: 1,012
Thanks: 81
Thanked 122 Times in 73 Posts
|
|
Re: Why convert the starting scout to a prophet in turn 1
Caelum can do it, otherwise I dont think any oter nation can go so high without unrest on turn one.
Pangea can recruit 40 harpies on turn one and go up to 200% from turn 2 onwards.
__________________
Voice of ***** and her spicy crew!
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|