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  #1  
Old March 6th, 2012, 06:33 PM

FangoWolf FangoWolf is offline
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Default Water Troops

Okay I took everything except his one water area. None of the coast area's have water troops. Wasn't there a way to force a shambler unit on the coast?
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  #2  
Old March 6th, 2012, 07:12 PM

Knai Knai is offline
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Default Re: Water Troops

How good is your water magic access? Because if you have a W1 mage and a decent gem supply, Sea King's Court is just a few turns away, and is glorious. If you have air magic, there is instead the Barrel of Air, which lets you bring a land army underwater. If the province is heavily fortified, you may want to soften it up first - Astral provides Mind Hunt, Earth provides Earth Attack, Death provides Manifestation, all three of these are wonderful when something just needs to die.
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Old March 6th, 2012, 10:40 PM

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Default Re: Water Troops

You forgot nature and manual of water breathing
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Old March 6th, 2012, 11:04 PM

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Default Re: Water Troops

Quote:
Originally Posted by bbz View Post
You forgot nature and manual of water breathing
True, and I largely ignored the SC possibility.
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Old March 7th, 2012, 07:58 AM

Peter Ebbesen Peter Ebbesen is offline
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Default Re: Water Troops

Nature, water, and air provides items to bring units underwater (and a few summons).

Death provides undead armies that'll happily march into the sea.


Finally, if your enemy is just too strong in the sea province he is holed up in for it to be worth for you to attack him headon, just domkill him.
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  #6  
Old March 8th, 2012, 02:22 PM

FangoWolf FangoWolf is offline
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Default Re: Water Troops

Thanks guys! I must admit that I have only dipped my toe in the magic realm of the game. That should get me there after a few turns.
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  #7  
Old March 8th, 2012, 06:40 PM

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Default Re: Water Troops

A few turns turned into a whole ordeal.
I didn't have air or water gem supply, but randoms got me to 70 water gems. I empower my pretender with 1 water. Forge a water breather, thug up a caster hero and the 10 shambler tear him up.

Tried a second time with my Pretender, lost again.

Recalled the pretender empowered death 3 times
called a death hero
reanimate 50 long dead
finally take the 10 shambler province

Take forever quelling the area, guess undead are not ideal for that
Fianlly start producing Shambler heroes and troops
Get to two spaces away from him in the ocean AND
Dom kill


So yea tried um all lol
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  #8  
Old March 8th, 2012, 08:38 PM
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Default Re: Water Troops

It would be interesting to post a "challenge" game attachment to the community to se who could solve the problem in the fewest turn (or most efficiently)
ssj
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Old March 8th, 2012, 09:53 PM

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Default Re: Water Troops

xD yea we should totally have something like that(if someone can be bothered to organise it) Like a monthly challenge Its gonna be like solving a puzzle I totally like the Idea. And also I think it will be quite educational for newer players and pros alike.

When I have the time to, I'll try and create one of those custom scenarios.
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Old March 9th, 2012, 11:16 AM
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Default Re: Water Troops

It was probably a thug that got the underwater penalties (poor amphbian hurts). And shamblers are surprisingly strong against a lot of single units. Fairly high strength, and lots of attacks.

Not high end heavy infantry. But reasonable medium inf. You either want some eth defense, high protection (with regen etc) or awe to fight them. A defense (or mist form) thug is going to die.
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