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June 28th, 2007, 08:27 PM
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Sergeant
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Desert Rangers
In case any of you don't know, the Desert Ranger is a unit for LA C'tis. I am curious as to what everyone thinks about them. Personally, I think the Desert Ranger is a solid unit. Its stats all slightly better than most C'tissians, and its cost is reasonable. My concern is for the Desert Ranger's capital only status. As I said, I think it is a good unit, but I do not think it is that good. Moreover, Tomb Guards, which are LA C'tis's really heavy infantries, are also capital only. These guys cost just under 30 resources. Desert Rangers cost 15 resources, so while you will probably be able to recruit a decent number of them, if you want some Tomb Guards, you will get very few Rangers. Poison Slingers are capital only too, but their limiting cost is gold.
With the loss of the tan C'tissians, the best killing unit LA C'tis has in its arsenal outside of the capital is probably the Falchioneer, which has a heck of a time hitting things. Its best punching bag outside of the capital is the Heavy Infantry. With the abundance of heavy armor in LA, Heavy Infantry are still an efficient use of resources, but their protection value is pretty much normal for the age.
Now I am not asking for a unit that has the offensive potential that the Elite Warrior had. Things change in the ages, and I have to get used to not using Elite Warriors and Shaman. I would just like the Desert Ranger released of its capital only status. If it is capital only for thematic reasons, you can just say that, while they are trained in the desert, they patrol all C’tissian cities looking for potential tomb raiders.
Maybe I am the only one that feels this way. I want to know what other people think.
Also, Tomb Wyrms, we need Tomb Wyrms. Oh, and what’s the deal with the Longdead Chariots? Will they ever be available?
OK, I’m done.
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June 29th, 2007, 12:50 AM
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BANNED USER
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Join Date: Feb 2007
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Re: Desert Rangers
It wouldn't be difficult to mod in Desert Rangers as build anywhere, the Tomb Wyrms as a call allies thing and the same with longdead chariots.
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June 29th, 2007, 02:15 AM
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Corporal
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Re: Desert Rangers
Actually playing a large game vs a friend. As the late age Ctis.. The desert rangers and Poison slingers are all that i recruit in the capital.And the rangers are nice.
I dont find Falchioneers all that usefull unless i know im going to be fighting hordes of units with low DS..
They have no calvary, no ranged units besides the capital only slingers,there sacred isnt that usefull imho which is shame considering the priest kings would make blessing quite simple . You get 3 death gems income to start with the cheapist thing that can summon undead is 10 Gems..
If you dont set up your pretender the right way you wont even have easy access to all races national spells.. Not that i find most of them to usefull..
So im literally fighting with hordes of Heavy infantry and what undead i've summmoned and if i hadnt take good scales i know id be doomed for sure . The Rangers and Tomb Guards would be usefull
I wont play them again as they are currently
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June 29th, 2007, 02:50 AM
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General
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Join Date: Aug 2003
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Re: Desert Rangers
> Also, Tomb Wyrms, we need Tomb Wyrms. Oh, and what’s the deal with the Longdead Chariots? Will they ever be available?
I thought you got them when 'reanimating horsemen' as c'tis, but I'm not sure. Could be bugged I suppose.
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June 29th, 2007, 04:52 AM
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National Security Advisor
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Re: Desert Rangers
Quote:
Kristoffer O said:
> Also, Tomb Wyrms, we need Tomb Wyrms. Oh, and what’s the deal with the Longdead Chariots? Will they ever be available?
I thought you got them when 'reanimating horsemen' as c'tis, but I'm not sure. Could be bugged I suppose.
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Yes, it is. It has been that way for a long while and is on the shortlist. In Dom2 Desert Tombs C'tis has a separate Reanimate Tomb Wyrms command, which is not available in Dom3 for some reason.
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June 29th, 2007, 09:07 AM
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Lieutenant Colonel
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Re: Desert Rangers
Quote:
Edi said:
Quote:
Kristoffer O said:
> Also, Tomb Wyrms, we need Tomb Wyrms. Oh, and what’s the deal with the Longdead Chariots? Will they ever be available?
I thought you got them when 'reanimating horsemen' as c'tis, but I'm not sure. Could be bugged I suppose.
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Yes, it is. It has been that way for a long while and is on the shortlist. In Dom2 Desert Tombs C'tis has a separate Reanimate Tomb Wyrms command, which is not available in Dom3 for some reason.
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I think Tomb Wyrms were in Dom3 initially, then broken in 3.04 or some other patch. This is one of my biggest pet peeves when it comes to bugs. 
__________________
In strait places gar keep all store,
And burn the plain land them before:
Then shall they pass away in haste,
When that they find nothing but waste...
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June 29th, 2007, 04:51 PM
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General
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Re: Desert Rangers
Ctis doesnt really count on its infantry to do damage. They are just meatshields for Ctis's great mages
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June 29th, 2007, 05:23 PM
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Major
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Re: Desert Rangers
What Ironhawk said. In my LA C'tis games, I build the Prot 20 guys in the
capital, the heavy infantry when I need a meat shield on offense, and the
city guard when I want to let the enemy sit on top of my castles for a while.
Damage is done by sauromancers, and indy archers.
I consider LA C'tis one of the most well rounded races. With blessings and tomb
wyrms working properly they would be even better.
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June 29th, 2007, 05:36 PM
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Sergeant
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Re: Desert Rangers
Perhaps I should have mentioned glamour to get more replies.
Sombre: True but I would prefer them to be changed for multiplayer.
Theonlystd: I agree about Falchioneers. They are mainly for niche use. The point I was trying to make when I mentioned Heavy Infantry and Falchioneers, is that LA C'tis could use some bite in their forces outside of the capital.
Kristoffer O: Currently the only things LA C'tis can reanimate are Ghouls, Soulless, and Longdead Warriors.
Ironhawk: That can be said for most nations.
__________________
Learn about Lizard Chariots and Serpent Dancers in the Guide to EA C'tis
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June 30th, 2007, 09:52 AM
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Lieutenant Colonel
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Re: Desert Rangers
Do Falchioneers get any more effective if you set them to hold and attack while you fatigue the enemy with skeletons? If you can manage to bring their fatigue to 20, then the attack penalty might be irrelevant? I suppose Ghost Grip could be used, too.
Pure speculation.
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