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  #31  
Old September 17th, 2007, 06:47 PM

Aezeal Aezeal is offline
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Default Re: MA Ermor advice please

preatorius why not use cold or heat.. seems to me that would be better than misfortune or sloth cus you really don't need that much supplies right?
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Want a blend of fantasy and sci-fi? Try the total conversion Dominions 3000 mod with a new and fully modded solar system map.
Dragons wanted? Try the Dragons, Magic Incarnate nation.
New and different undead nation? Try Souls of Shiar. Including new powerfull holy magic.
In for a whole new sort of game? Then try my scenario map Gang Wars.
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  #32  
Old September 17th, 2007, 06:48 PM

Aezeal Aezeal is offline
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Default Re: MA Ermor advice please

the drain 2 would also ive higher MR against banishment right?
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Want a blend of fantasy and sci-fi? Try the total conversion Dominions 3000 mod with a new and fully modded solar system map.
Dragons wanted? Try the Dragons, Magic Incarnate nation.
New and different undead nation? Try Souls of Shiar. Including new powerfull holy magic.
In for a whole new sort of game? Then try my scenario map Gang Wars.
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  #33  
Old September 17th, 2007, 06:51 PM

Shovah32 Shovah32 is offline
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Default Re: MA Ermor advice please

I charge at the enemy with that set-up. The legionaires are just to absorb arrows/knight charges for the first 2 rounds of battle really.

Why not use cold or heat? Because each also causes a 5% income loss(although I took DrP's scales+some cold so I could buy growth).

edit: You can just edit your post to add small notes like that thing about drain .
Yes, drain 2 would give +1 MR but your vestals already have enough and you can boost your low MR undead with spells. That boost also works for both sides of the battlefield, and with your magic being MR negates(nether spells, shadow blast and such) you want the enemy with as low MR as possible.
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  #34  
Old September 17th, 2007, 07:18 PM
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DrPraetorious DrPraetorious is offline
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Default Re: MA Ermor advice please

Actually, I think this might be a better build (Archaeo suggested it on IRC):

Dormant Oracle, 4F4W9S, Domstr 9
3 Order
3 Sloth
3 Growth
1 Misfortune
2 Drain

The loss of quickness on the shadow vestals hurts considerably, but the extra money (and theurg life expectancy) is muy nice, and +2 attack is nothing to sneeze at. You don't go through indies *quite* as viciously but it's still not at all bad.
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  #35  
Old September 18th, 2007, 02:17 AM

Aezeal Aezeal is offline
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Default Re: MA Ermor advice please

well I already submitted
W9S9
dom 8
order 3
sloth 3
0growth
1 cold
1 misfortune
1 magic
imp oracle
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Want a blend of fantasy and sci-fi? Try the total conversion Dominions 3000 mod with a new and fully modded solar system map.
Dragons wanted? Try the Dragons, Magic Incarnate nation.
New and different undead nation? Try Souls of Shiar. Including new powerfull holy magic.
In for a whole new sort of game? Then try my scenario map Gang Wars.
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  #36  
Old September 18th, 2007, 02:07 PM

Shovah32 Shovah32 is offline
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Default Re: MA Ermor advice please

Quote:
DrPraetorious said:
Actually, I think this might be a better build (Archaeo suggested it on IRC):

Dormant Oracle, 4F4W9S, Domstr 9
3 Order
3 Sloth
3 Growth
1 Misfortune
2 Drain

The loss of quickness on the shadow vestals hurts considerably, but the extra money (and theurg life expectancy) is muy nice, and +2 attack is nothing to sneeze at. You don't go through indies *quite* as viciously but it's still not at all bad.
That only has 1 better net scale and 1 higher dominion than the dual bless build. For example, you could take 1 more misfortune and 1 less dominion and get a dual bless again.
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  #37  
Old September 22nd, 2007, 07:47 AM

Aezeal Aezeal is offline
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Default Re: MA Ermor advice please

OK in my SP game I'm having quite some difficulties to destroy the larger R'heyhey forces,
The commander existing of all globes (Vastness) the weird mud like thins (greater otherness) which ahs only 3 attack and defense but which trample all my undead and the black sluglike thingies.. etc

If he has like one of the first and several of the latter 2 and about 30 illithids (in various sizes) and a few meteor guards .. With the regular armies I have around through my dominion (like 4-6 theurgs around a few dozen archers, horsewarriors, loads of undead (longdead horsemen and warriors) and a commander or 2.. The strange beasts he has crush all my infantry, spellcasters paralyze my archers.

my mages had a communion of 4 slaves, one master, casting shadow bolts and later raising dead, the other 2 theugs kept casting nether darts...
my archers where shooting the illiths in the back (hardly doing damage on 30 HP guys) my spell casters casted on the strange beasts.. hardly doing damage the infantry killed maybe one or 2 of the mudblobs but only got trampled

maybe some advice on how to do this... I can beat the AI player by just throwing LOADS and LOADS of troops at him but i'm loosing WAY and WAY more troops and I'm not liking it
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Want a blend of fantasy and sci-fi? Try the total conversion Dominions 3000 mod with a new and fully modded solar system map.
Dragons wanted? Try the Dragons, Magic Incarnate nation.
New and different undead nation? Try Souls of Shiar. Including new powerfull holy magic.
In for a whole new sort of game? Then try my scenario map Gang Wars.
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  #38  
Old September 22nd, 2007, 11:24 AM
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Jazzepi Jazzepi is offline
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Default Re: MA Ermor advice please

Quote:
Shovah32 said:
Quote:
DrPraetorious said:
Actually, I think this might be a better build (Archaeo suggested it on IRC):

Dormant Oracle, 4F4W9S, Domstr 9
3 Order
3 Sloth
3 Growth
1 Misfortune
2 Drain

The loss of quickness on the shadow vestals hurts considerably, but the extra money (and theurg life expectancy) is muy nice, and +2 attack is nothing to sneeze at. You don't go through indies *quite* as viciously but it's still not at all bad.
That only has 1 better net scale and 1 higher dominion than the dual bless build. For example, you could take 1 more misfortune and 1 less dominion and get a dual bless again.
I'd much rather have the quickness and slightly worse scales. Quickness allows you to transverse the battlefield much faster. It also makes it easier to mow down the opponent when they're trying to flee which is extremely important. With a small army of sacreds it can be difficult to win a battle decisively without quickness, as you might route the opponents, but then they just run away.

Jazzepi
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  #39  
Old September 22nd, 2007, 12:24 PM

Aezeal Aezeal is offline
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Default Re: MA Ermor advice please

Ok but my build has been made, the game has started. Jazzepi you hvae advice for dealing with Rhlyeheh , PS the above example was on land.. in sea it's even worse...

In sea I usually just mass 120 undead on a theurg with ring of waterbreating and then take a weak prov and then try to expand a bit and keep building in each prov I capture.. but dealing with strong enemy armies in water REALLY REALLY goes BADLY.. usually I have to retreat, hope the army breaks up and parts go on land.. where I might be able to kill them....
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Want a blend of fantasy and sci-fi? Try the total conversion Dominions 3000 mod with a new and fully modded solar system map.
Dragons wanted? Try the Dragons, Magic Incarnate nation.
New and different undead nation? Try Souls of Shiar. Including new powerfull holy magic.
In for a whole new sort of game? Then try my scenario map Gang Wars.
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  #40  
Old September 22nd, 2007, 02:11 PM

sum1lost sum1lost is offline
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Default Re: MA Ermor advice please

Try to use powerful summoned commanders with magic equipment (known as thugs and SCs). They are somewhat more effective underwater than a normal army.



Arcane domination is very effective against Rlyeh as well, so long as you have a rune-smasher and eye of the void
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