.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

Raging Tiger- Save $9.00
winSPMBT: Main Battle Tank- Save $6.00

   







Go Back   .com.unity Forums > Illwinter Game Design > Dominions 3: The Awakening

Reply
 
Thread Tools Display Modes
  #1  
Old May 5th, 2009, 01:51 PM
sansanjuan's Avatar

sansanjuan sansanjuan is offline
Captain
 
Join Date: Dec 2007
Location: Minnesota, USA
Posts: 887
Thanks: 144
Thanked 40 Times in 36 Posts
sansanjuan is on a distinguished road
Default Working underwater without gills

In my last game I was pondering opening a second front on an opponent via an ocean path (I guess you might call it a “beachfront”). The game ended before I could implement anything but I was wondering what approaches others take when they have no indy amphibians. I did scan for a strategy guide for land dwellers working under the waves but didn’t see one. I was playing LA Arco and would be interested in how others would leverage their capabilities in a similar early game scenario. General “land nation” responses would be welcome too. I do recall there are a number of fatigue and other issues that can bite underwater thugging and magically water breathing armies.

Might be useful to hear of uses for taking that token “lake” province too. I know it can open up a number of useful spells. Curious how often players make a lake grab an important part of their strategy.

Holler if I just missed the post that covers these points.

-ssj
__________________
"I think, therefore I am" - René Descartes

"I yam what I yam" - Popeye
Reply With Quote
The Following User Says Thank You to sansanjuan For This Useful Post:
  #2  
Old May 5th, 2009, 02:11 PM

Illuminated One Illuminated One is offline
First Lieutenant
 
Join Date: Oct 2008
Location: In Ulm und um Ulm herum
Posts: 787
Thanks: 133
Thanked 78 Times in 46 Posts
Illuminated One is on a distinguished road
Default Re: Working underwater without gills

That's really a great idea for a guide imo.

In one game I was built around a lake.
I needed half a year to get from my cap to a province two provinces away and the water nation (Agema) could raid me in 11 different provinces in just 1 turn.

Ironically I got a Barrel of Air from a lucky event so I just traded everything for getting me underwater, + used indies and attacked him sneakily.

He kicked me out of the water in less than 4 turns I think.
I guess I could have done better but even then it would have ruined me.


Some general points:

Since you need water breathing on every mage you can never field as much as him.

Many attack spells don't work at all and your enemy is unlikely to research evocation. This could mean that it's easier to build thugs, if you get something amphibian.

Mostly you get two types of underwater recruitables - chaff and heavy encumbrance - exploit that. Otoh many of the indie provinces allow you to recruit a lot of units quickly (low resource costs) and they are not much weaker than the recruitables of most uw nations.

Mobility - movement is limited to 1 province.
Just raid him and avoid his armies - he has a hard time catching you.
Reply With Quote
  #3  
Old May 5th, 2009, 02:29 PM

MaxWilson MaxWilson is offline
Major General
 
Join Date: Mar 2007
Location: Seattle
Posts: 2,497
Thanks: 165
Thanked 105 Times in 73 Posts
MaxWilson is on a distinguished road
Default Re: Working underwater without gills

For getting into the water: Wraith Lords. Bane Lords would probably work too.

(Semi-decent) Replacement for evocation battle magics: Rigor Mortis. Although unless I'm facing hundreds of enemies I usually just rely on Wraith Lord thugs.

-Max
__________________
Bauchelain - "Qwik Ben iz uzin wallhax! HAX!"
Quick Ben - "lol pwned"

["Memories of Ice", by Steven Erikson. Retranslated into l33t.]
Reply With Quote
  #4  
Old May 5th, 2009, 05:42 PM

analytic_kernel analytic_kernel is offline
Corporal
 
Join Date: Jan 2009
Posts: 130
Thanks: 153
Thanked 21 Times in 12 Posts
analytic_kernel is on a distinguished road
Default Re: Working underwater without gills

In terms of equipment, I find that Wave Breakers (auto Friendly Currents, water breathing on wielder, respectable weapon, Con 4) are a worthwhile investment, especially if you're fielding poor amphibians or landlubbers. Bottles of Living Water are also nice to have. Nothing special against a similarly equipped army, but good for raiding.
__________________
Syntax Highlighting for Vim
Reply With Quote
  #5  
Old May 6th, 2009, 03:09 AM

Aezeal Aezeal is offline
Lieutenant General
 
Join Date: Sep 2007
Posts: 2,691
Thanks: 5
Thanked 39 Times in 31 Posts
Aezeal is on a distinguished road
Default Re: Working underwater without gills

basicly imho primary choices are:

- thugs, sc equiped with waterbreathing equipment or being undead
- lots of undead as troops
- a small focussed army of very very powerful (blessed?) troops with waterbreathing army equipment

most indies underwater are weak and won't hold up agianst national troops and you'll often have weaker watermagic too so be sure you invading force can get reinforced (long lines) or is just so strong you can use it to roll the enemy bakc into his capital
__________________
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.
Reply With Quote
  #6  
Old May 6th, 2009, 05:06 AM

Zeldor Zeldor is offline
General
 
Join Date: Oct 2007
Location: Poland
Posts: 3,414
Thanks: 26
Thanked 73 Times in 49 Posts
Zeldor is on a distinguished road
Default Re: Working underwater without gills

I was invading MA Atlantis as LA Agartha in Kingmaker. There are some things you can do, but they are quite limited:

- thugs/SC, first choice, but mobility here is a problem, so best is to teleport/trapeze them in
- elemental spam! that's the best weapon for uw battles [takes lots of gems though], so living water and living earth
- getting some really tough national troops [like heavy cavalry] with water breathing gear [pricey too]

Of course you want friendly currents and sharks on your side. And many spells work fine uw too, like disintegrate, soul slay etc.
__________________
谋事在人,成事在天。

LA Agartha guide
Reply With Quote
  #7  
Old May 6th, 2009, 06:40 AM
Natpy's Avatar

Natpy Natpy is offline
Corporal
 
Join Date: Jul 2007
Posts: 106
Thanks: 0
Thanked 2 Times in 2 Posts
Natpy is on a distinguished road
Default Re: Working underwater without gills

Assassin with waterbreathing equipment.
Reply With Quote
  #8  
Old May 6th, 2009, 11:00 AM

chrispedersen chrispedersen is offline
BANNED USER
 
Join Date: May 2004
Posts: 4,075
Thanks: 203
Thanked 121 Times in 91 Posts
chrispedersen is on a distinguished road
Default Re: Working underwater without gills

Sea Kings Court.
Reply With Quote
  #9  
Old May 6th, 2009, 12:06 PM
Soyweiser's Avatar

Soyweiser Soyweiser is offline
Colonel
 
Join Date: Nov 2008
Posts: 1,735
Thanks: 272
Thanked 120 Times in 93 Posts
Soyweiser is on a distinguished road
Default Re: Working underwater without gills

Thetis' Blessing is a lvl 9 Enchantment ritual that allows everyone to enter the water. If you prepare some armies on your new second front, this will catch the enemy totally unaware.

And if you want to close your second front to prevent counterattacks, just kill the caster. (I don't know what happens to non water breathers in a water nation in such a case, but I think it would be biblical ).

Against a water nation I would just cast the lvl 7 Alteration ritual, sea of ice. (first ask your allies/foes for water gems to overcast this. Bye bye water nation (hello new archenemy )).
Reply With Quote
  #10  
Old May 6th, 2009, 12:33 PM
sansanjuan's Avatar

sansanjuan sansanjuan is offline
Captain
 
Join Date: Dec 2007
Location: Minnesota, USA
Posts: 887
Thanks: 144
Thanked 40 Times in 36 Posts
sansanjuan is on a distinguished road
Default Re: Working underwater without gills

Quote:
Originally Posted by Zeldor View Post
I was invading MA Atlantis as LA Agartha in Kingmaker. There are some things you can do, but they are quite limited:

- thugs/SC, first choice, but mobility here is a problem, so best is to teleport/trapeze them in
- elemental spam! that's the best weapon for uw battles [takes lots of gems though], so living water and living earth
- getting some really tough national troops [like heavy cavalry] with water breathing gear [pricey too]

Of course you want friendly currents and sharks on your side. And many spells work fine uw too, like disintegrate, soul slay etc.
Thanks all for the lucid responses.

Any idea what additional per turn fatigue is incurred for heavy calvary working underwater? Thought there was a penalty but don't have my manual with me.

Are Horrors waterbreathing?

Any comments on the strategic importance of taking that "token lake" province?

-ssj
__________________
"I think, therefore I am" - René Descartes

"I yam what I yam" - Popeye
Reply With Quote
Reply

Bookmarks


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 06:35 PM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2024, Shrapnel Games, Inc. - All Rights Reserved.