.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
  #71  
Old January 20th, 2010, 11:01 PM
Baalz's Avatar

Baalz Baalz is offline
Major General
 
Join Date: Feb 2004
Location: Houston, Texas
Posts: 2,435
Thanks: 57
Thanked 662 Times in 142 Posts
Baalz will become famous soon enough
Default Re: Baalz' guides

5 minute guide
EA Aby: Easy to kick butt early for a strong start. Focus on warlocks out of your cap with only an occasional Anointed as the warlocks get you diversity and the anointed keep piling more eggs into the same basket. B2 warlocks can blood hunt fine with no rod. Skip construction at first – fireball is a great early spell, not hard to press a tough rush while your opponent can’t deal with the fire/heat. Need to take a rainbow pretender, which will get you a diverse gem income, and the mages to use them. After some quick evo hit the blood research so you shouldn’t have much problem nabbing most of then ice devils and arch devils, then vamp lords. This will give you fairly strong W, S & D mages to use the income your pretender primed. With any luck you can also snag father illearth adding a good E mage. Try to resist using the unique guys as SCs, you need them in the lab. By the time you usually have to start worrying about guys with strong counters to your fire evo and infantry you should be able to have some vamps & demons. Vamps work well with a blood sac dom push, a couple guys casting ritual of the 5 gates (blood empowers are easy enough once you’ve got 15+ warlocks blood hunting) will give you cold and lightning artillery. Leverage those vamp lords to make sure you’ve got a good D income and the nice death summons. Death & blood should be very strong by late game with at least S1 warlocks so you’ve got no excuse to complain that people are countering your fire. Use your rainbow pretender to forge crystal matrixes to stick on whatever indies are useful, with warlock/vamp lord slaves. The trick is to always be working to diversify and come up with different stuff to use than exactly what your opponent expects Aby to do, but the nice thing is brute force should carry you far enough to have some other options. Look for good indies to plop up castles on, people don't really expect Aby to bring heavy cav or archers to the party. Particularly nice is stealthy stuff like atavi archers to completely catch your opponent with his pants down (and come on...do I even have to mention flaming arrows?)

EA TC I’m actually planning on writing more of a real guide for when I get around to it.
Reply With Quote
  #72  
Old January 21st, 2010, 01:02 AM

Benjamin Benjamin is offline
Private
 
Join Date: Feb 2009
Posts: 47
Thanks: 2
Thanked 0 Times in 0 Posts
Benjamin is an unknown quantity at this point
Default Re: Baalz' guides

Actually, just prepare to lose because you are worse in nearly every way compared to MA aby, and MA aby isn't exactly a powerhouse in it's era, and most early nations are stronger than middle nations.

I note, for example, that there are no EA aby wins in the HOF. Baalz, none of that was a shot at you, just stating the facts.

If you insist on trying, here's some things I learned over the course of my efforts:

An important thing to emphasize with EA aby is that right out of the gate there are some nations that you do really well against, and some that are a nightmare. So emphasize diplomacy perhaps more than usual. For instance, anyone with a lot of air magic is just going to kill you early game if they try. You could go with a SC to try to combat that, but then you won't have the diversity of the rainbow, which as you point out baalz is basically essential for later in the game.

On the other hand the mictlan player with his blessed jags is really not going to want to deal with you.

On the other hand, anyone with a lot of earth magic is going to make you look like a jerk with destruction spam. He will get that before you get enough blood power to compensate.

So focus on not fighting anyone with much air or earth.

You can handle elephants with rage pretty well, but chariots are a lot tougher.

If you are using archers, be aware that when the enemy routes they will charge ahead and catch on fire if you have a bunch of abyssians in front of them.

Be aware that your research will stink compared to people who aren't blood hunting.

In a pinch the demonbred assassin can lead undead if you give him a banelord rod (name might be a bit off).

One of the ice devils can teleport if you give him a cap.

The demonbred assasin, especially if you forge him 2 fireswords (or whatever they're called, the fire sword trinket) is an excellent indy assassin. He can deal with tough indies that have a lot of cataphracts or elephants or whatever. Use an indy commander to take the province, don't waste the assassins turn. Use that same commander on a back of the placement square retreat setting in order to check how many commanders are left.

Last edited by Benjamin; January 21st, 2010 at 01:17 AM..
Reply With Quote
  #73  
Old January 21st, 2010, 01:06 AM

Trumanator Trumanator is offline
BANNED USER
 
Join Date: Jul 2008
Location: Tacoma WA, USA
Posts: 1,314
Thanks: 103
Thanked 72 Times in 50 Posts
Trumanator is on a distinguished road
Default Re: Baalz' guides

Actually, Burning ones laugh at chariots. I'm not sure where baalz is coming from with Warlocks getting you all kinds of diversity, since they only have 10% randoms in EA. If you're worried about research, blitz to cons 6, trade for a set of E boots, and start cranking out the lightless lanterns with hammers. If you search with an Anointed or two, its possible to even get some S income from holy sites. Also, Anointeds are pretty good anti-thugs, give them an AP weapon and some luck, then throw down Ironskin and Phoenix Pyre, then attack. If you have no E bless reinvig can be a problem though.
Reply With Quote
  #74  
Old January 21st, 2010, 01:22 AM

Benjamin Benjamin is offline
Private
 
Join Date: Feb 2009
Posts: 47
Thanks: 2
Thanked 0 Times in 0 Posts
Benjamin is an unknown quantity at this point
Default Re: Baalz' guides

Yes but if you go to const 6 you are going to spend a lot of turns with a very, very brittle army.

You may be right about burning ones vs chariots, thinking about it I suspect you are, but that won't save you from lightning evocations and destruction spam, which is really the crux of my criticism.

e: and regarding the anointed, they aren't terrible, but they cost 450 gold! That's like Baal territory, and more than an eagle king. They just aren't really cost effective in my opinion.

Another trick you can use that I forgot earlier is salamander guards against horrors when you hellpower. Couldn't think of a real use for hellpower though.

Last edited by Benjamin; January 21st, 2010 at 01:29 AM..
Reply With Quote
  #75  
Old January 21st, 2010, 01:27 AM

Trumanator Trumanator is offline
BANNED USER
 
Join Date: Jul 2008
Location: Tacoma WA, USA
Posts: 1,314
Thanks: 103
Thanked 72 Times in 50 Posts
Trumanator is on a distinguished road
Default Re: Baalz' guides

Very true. Thing is, evoc honestly won't really save you from lightning or destruction spam. Burning one thugs can though. Plus with a good LL spam you can gun up to whatever else it is you want.
Reply With Quote
  #76  
Old January 21st, 2010, 10:26 AM
Baalz's Avatar

Baalz Baalz is offline
Major General
 
Join Date: Feb 2004
Location: Houston, Texas
Posts: 2,435
Thanks: 57
Thanked 662 Times in 142 Posts
Baalz will become famous soon enough
Default Re: Baalz' guides

Quote:
Originally Posted by Trumanator View Post
I'm not sure where baalz is coming from with Warlocks getting you all kinds of diversity, since they only have 10% randoms in EA.
Sorry, I was being brief. I was referring to the fact that the warlocks get you blood slaves which get you (probably) powerful water, astral & an earth mage via your pretender (arch devils don't hurt either), and (definately) a bunch of powerful D mages. Abyssia sitting mid game with a dozen strong W/S/E/D mages and a diverse gem income along with a few flying demon squads is a hell of a lot more of a threat than Abyssia who has a bunch of blessed and kitted Anointed. Warlocks (via blodhunting leveraging your pretender) get you considerable diversity by the time you have to worry about good counters to your infantry and fire magic.
Reply With Quote
  #77  
Old January 21st, 2010, 10:39 AM
Baalz's Avatar

Baalz Baalz is offline
Major General
 
Join Date: Feb 2004
Location: Houston, Texas
Posts: 2,435
Thanks: 57
Thanked 662 Times in 142 Posts
Baalz will become famous soon enough
Default Re: Baalz' guides

Quote:
Originally Posted by Benjamin View Post
Actually, just prepare to lose because you are worse in nearly every way compared to MA aby, and MA aby isn't exactly a powerhouse in it's era, and most early nations are stronger than middle nations.
I don't think that's a valid assessment. While I wouldn't put EA Aby at the top of the list of powerhouses, I wouldn't put them at the bottom either. The problem is they are very seductive in tempting you to play in a way that is powerful short term, but a dead end long term. If you make diversity your primary goal early on though then you have a lot less to worry about when people start bringing iron bane, rain and fire immune thugs to the fights because you're now bringing demons/undead under darkness or masses of flaming arrows or whatever.

And its not like its realistic that you are shut down as soon as alt-4 (destruction) is researched unless your play is very predictable and straightforward. More likely you don't have too much to worry about until that's combined with summon earthpower and even still if you're tossing a bunch of fireballs from outside of destruction's range you've got a considerable high ground advantage while your opponent has to close to *you* and still has a considerable heat aura problem to deal with, along with salamanders and infantry which hits hard regardless of their armor. The problem comes later when they can basically ignore your evocations while pelting you with their own, forcing you to charge *them* into destruction spam - that's when you really need to have your diversity worked out...but you shouldn't have any trouble having it by then if you play with half a brain.

Last edited by Baalz; January 21st, 2010 at 10:47 AM..
Reply With Quote
  #78  
Old January 21st, 2010, 10:49 AM

thejeff thejeff is offline
General
 
Join Date: Apr 2005
Posts: 3,327
Thanks: 4
Thanked 133 Times in 117 Posts
thejeff is on a distinguished road
Default Re: Baalz' guides

I'm really not sure Abysia should be counting on getting the blood uniques. You'll have to rush both blood research and blood hunting against nations who can churn out cheap blood hunters much faster than you (Mictlan? Lanka?)

If you do you'll be in good shape. Even if you don't the vampire strategy may be workable.

Meanwhile though you're relying on only troops, blood magic and minimal evocation for any early wars. Anyone who thinks he can cope with fire will be glad to rush you.
Reply With Quote
  #79  
Old January 21st, 2010, 11:08 AM
Baalz's Avatar

Baalz Baalz is offline
Major General
 
Join Date: Feb 2004
Location: Houston, Texas
Posts: 2,435
Thanks: 57
Thanked 662 Times in 142 Posts
Baalz will become famous soon enough
Default Re: Baalz' guides

Oh, I think you've got a pretty good chance actually. The other blood nations all have other research that they need early. Mictlan for instance won't start blood hunting until after they hit constr-4, then when they do start blood hunting the first several turns the blood slaves are going into sanuine rods. Lanka probably really wants some alt research early on and probably construction as well. Either of them may very well also go for early site searching spells because they're pretty unlikely to have a rainbow pretender. Aby, on the other hand if configured how I suggest goes up to evo-2 then nothing but blood. Obviously its not a guarantee that you'll snag the uniques, but I think its a very rare situation where you don't get some of them, and I think it'd be more common than you think to get most of them - particularly as those bless nations again have a high chance of having a pretender who is not set up to help with the summoning so have to empower or forge several other boosters. As you mention, your final fallback is the vamp lords - who give you the diversity into death that is really most important anyway.
Reply With Quote
  #80  
Old January 21st, 2010, 04:51 PM

Benjamin Benjamin is offline
Private
 
Join Date: Feb 2009
Posts: 47
Thanks: 2
Thanked 0 Times in 0 Posts
Benjamin is an unknown quantity at this point
Default Re: Baalz' guides

Baalz I'm surprised you think conj3 is necessary, aren't you always pointing out that an e2 can use earth gems in a pinch? Plenty of nations with plenty of earth gems to do that.

Anyhow, You're not going to be able to blood hunt, and research, and use mages for combat, and get a head start on the blood uniques.

Lightning evocs are still a disaster.

Salamanders I didn't find cost effective unless I added body ethereal, and that's out at alt 3 where you don't want to go if you are rushing blood.

You can play a reasonable mid game and even late game if you're allowed to diversify by leveraging blood and your pretender, I just don't think you'll get there, and even if you do you're just a weak blood nation.

I haven't even mentioned the difficulty you have in dealing with (some types of) raiding.

Sorry Baalz but this nation is a dog. Stick with their sexier older sister, ma aby.
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 06:54 PM.


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