.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 April 10th, 2008, 06:19 AM

Saxon Saxon is offline
Captain
 
Join Date: May 2001
Location: Nairobi, Kenya
Posts: 901
Thanks: 4
Thanked 1 Time in 1 Post
Saxon is on a distinguished road
Default How to take the enemy capital in MP

So, your war goes well, you have rolled up your enemy and only the capital is left. It is a MP game, so you do not have time to dominion kill the player, you need to fight. You also really want those gems sites and income. The problem is, it is turn 40-60 and they have 30 or 40 mages sitting there. It was a big part of their research effort and some of the mages are capital only and pretty good. Any attack is going to face a storm of high level spells.

What do you do? This must be a fairly common situation, so how do the experienced MP folks handle it?
Reply With Quote
  #2  
Old April 10th, 2008, 08:21 AM
ano's Avatar

ano ano is offline
Lieutenant Colonel
 
Join Date: May 2007
Posts: 1,462
Thanks: 34
Thanked 59 Times in 37 Posts
ano is on a distinguished road
Default Re: How to take the enemy capital in MP

Soften them with assassination spells and use heavy battlefield enchantments before attacking.
Fire storm is very good.
Reply With Quote
  #3  
Old April 10th, 2008, 08:36 AM

Folket Folket is offline
Major
 
Join Date: Sep 2005
Posts: 1,122
Thanks: 5
Thanked 2 Times in 2 Posts
Folket is on a distinguished road
Default Re: How to take the enemy capital in MP

Do not attack the enemy using an army. Try to attack every turn with a scout to see what he has planed. Construct thugs tailored to face what you expect.
Reply With Quote
  #4  
Old April 10th, 2008, 08:51 AM
Amhazair's Avatar

Amhazair Amhazair is offline
Lieutenant Colonel
 
Join Date: Nov 2006
Location: Ghent, Belgium
Posts: 1,333
Thanks: 39
Thanked 59 Times in 43 Posts
Amhazair is on a distinguished road
Default Re: How to take the enemy capital in MP

Well, there are several things you can try that might help. In the meantime you can cheer yourself up that if he still has that many mages sitting in his capital, at least he hasn't used them before, fighting you in the field.

Things you might try:

* If he has only his mages left, and not enough troops to plug the gate, you could try to have something fast and hard hitting (cavalry, giants, many sacreds,... ) sitting as much forward as possible, to sweep through the gate and kill everything on their way before his mages have time to stop them. They will obviously take damage, but if you're fast enough losses will be acceptable. This will not work if he has enough chaff (or battle summons) to prevent you from smashing through the gates and into his mages in the first few turns.

* If he does still have an army, and you have enough mages yourself you can try to out-brute force him. Raining evocations (or other massive damage spells. Master Ensave is obviously ideal, but not allways possible to pull off) on his troops, with the goal to have him break before you do. Expect heavy losses. (Depending on the strategic situation, and the composition of your forces you might even not care too much if you loose all your troops, as long as your mages survive, and you conquer the forces. If your army is difficult to replace (sacreds, high resources, expensive summons, or the like) this option becomes very painful. )

* Flight is very good when storming castles. Ideally the version giving flight to the entire army, (forgot what it is called now, with the changes) but giving flight to, say, a dozen elephants/hydras/Vans/... can be really nice too. Any kind of flying thugs (wether they're given flight in battle, or are able to fly naturally or through equipment) can cause a lot of damage in his backfield, and if you're lucky even prevent his troops from plugging up the gate. Skellespam or the like will very often surround the thug, and let the gate wide open for you to march through. Set a significan portion of your army on attack rearmost, and cause mayhem amongst his troops & mages. As an added benefit, if you have your troops inside the walls, mingled in among his, he'll hurt his own troops with his AoE spells.

* If you have (or can make) a SC (almost) immune to everything your oponent can do you can send him in on his own, and clean out. Making a SC immune to everything is essentially impossible, but immunizing him to what your oponent can do might be feasible. If you fought your way to his capital you should have a good idea of what he can do.

* If his mages aren't too beefy, you can send in some mages of your own (with a little bodyguard maybe) and try to kill them using battlefield wide spells like earthquake or rain of stones. If your guys have the means to survive those spells themselves, and are not to fatigued they can be scripted to retreat afterwards. If not you can award them a medal for saving many lives with their suicide mission. A similar effect can be attained by using battlefield enchantments, but this takes a bit longer to actually kill the enemy. (technically you can have your caster cast the BE and retreat, leaving just some troops behind to have the BE last, but this is considered an exploit by many. Myself I allways leave my caster in the battle) Take along a number of bodyguards, preferably quite beefy and immune to the spell you're using, and set up in a far cornor of the battlefield so you're hopefully out of range of the enemy mages, (no such luck if he has lots of astral...) and it will take a while for his (non-flying) troops to reach you. The air queens/fire kings with boosters, with a bodyguard of the elementals they can summon themselves while you siege the enemy fort are quite ideal for this job.

* There are a lot of spells that will diminish the damage the oponents mages can cause, depending on your own magic. Gaining 50% resistance to an element, or +4MR can greatly increase the life expectancy of your army. Mistform protects against the first hit of pretty much everything, regeneration diminishes the chance of afflictions, and will help a lot against spells that cause their damage in little amounts, such as many battlefield enchantments.

In the end, while there are a number of things you can do to minimize the damage you take, storming a well defended enemy capital is likely to hurt. Especially if he has not used his research mages in battle against you before. Remember that in dominions everything can be killed, and don't grow too attached to your troops. Plan the attack to the best of your ability, swallow your losses, and move on.

Edit: Damn, I was planning to mention assessins, but forgot while typing. Assessin spells might very well not work (well) though, as he's likely to have domed his capital in one way or another.
__________________
Praeterea censeo, contributoribus magnae auctoritatis e Foro Shrapnelsi frequenter in exsilium eiectis, eos qui verum auxilium petunt melius hoc situ adiuvari posse.
Reply With Quote
  #5  
Old April 11th, 2008, 04:03 AM

Saxon Saxon is offline
Captain
 
Join Date: May 2001
Location: Nairobi, Kenya
Posts: 901
Thanks: 4
Thanked 1 Time in 1 Post
Saxon is on a distinguished road
Default Re: How to take the enemy capital in MP


Amhazair,

Great reply, thanks for all the information. I especially like your summary, it reflects the difficulty of doing this well and the need to accept a certain degree of losses. You also raise a good point, why didn�t the opponent bring out some of his mages to play earlier? In my case, it is probably that it is a newbie game. However, it does makes sense to use those resources earlier, rather than waiting until you are down to one last castle.

Off to build flying elephants!
Reply With Quote
Reply

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 07:01 AM.


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