.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

 
 
Thread Tools Display Modes
Prev Previous Post   Next Post Next
  #1  
Old September 26th, 2007, 11:29 PM

Fate Fate is offline
Sergeant
 
Join Date: Aug 2005
Posts: 286
Thanks: 8
Thanked 9 Times in 7 Posts
Fate is on a distinguished road
Default Clandestine Expansion

I have done a quick search of the forums and this didn't come up, so I thought I would mention this interesting strategy. This build is designed for Pythium, but any nation with (preferable non-capitol-only) assassins can do it.

I went for a 9S, 5 Dom, decent scales awake fountain (helps with research, dominion and general spell casting to be awake).

Build:
3x Assassins
alternate Mage/Assassin/Mage/... until you have a border with an opponent, then build Mages, with Assassins as needed.

Send your stack of assassins in to a province, assassinate their leaders, and take it! The average province has 3-4 leaders, so 3 assassins can take it in ~2-3 turns! Stay away from Barbarians and Knights (they can be killed, it is just harder) and Druids (they have blood slaves AND body guards). Some indies, like Lion Tribe, can throw spears. They only have one, but that is enough to route or severely injure your assassin.

If you find time to kit some out, here are some builds that seem to work:

Cons 0:
Just give them a shield (there is only one) and a sword (I prefer enchanted sword, but any seems to work).

Cons 2:
Give them pend. of luck (2x the survivability), shield and sword if wanted (the light tower shield seems like a good option). These assassins can take barbarian and knights (but maybe not druids).

Cons 4:
Here is where my lack of experience shows. Obviously, Amulet of Anti-Magic is a must (the enemy will definitely have spells that need it by now). Flying boots can be given if needed (for strategic reasons, mostly).
Light scale mail is also good, though they shouldn't have to rely on prot. I like shroud of the battle saint (+3 MR and twist fate with the 9S fountain). Ethereal cloak or some kind of missile protection would probably be better against the druid guards.
I can't decide between the following:
one-handed weapon (frost brand, sword of swiftness, or lightning spear?)
either lucky coin and trident (or resist ring if fighting a water/air nation) OR light tower shield and luck pendant.

This seems like a viable strategy, though I haven't had much MP testing. It is primarily meant for cheap expansion, though kitting the assassins can help extend their usefulness. I have also wondered if a couple well kitted assassins could take light PD. They aren't useful against armies unless you are fighting the AI, because human players tend to patrol (and 50+ troops will get most all your assassins). This is especially bad b/c the other player will pick up your gear.

This would work in much the same way as Marignon. I have yet to test it as C'tis, Abysia, or Jomon (three other nations I know have assassins). C'tis assassins are a bit different, but Abysian and Jomon assassins look better than Pythium's.
Reply With Quote
 

Bookmarks

Thread Tools
Display Modes

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 05:17 AM.


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