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  #1  
Old November 23rd, 2003, 04:24 PM

SurvivalistMerc SurvivalistMerc is offline
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Default Underwater invasion

I'm about to make some sea king's goblets. Two questions:

1. Is it cumulative? I seem to like having extremely large forces and often find that the more troops I have in a squad, the less often it will rout. I'd like to give two to the same commander for 100 units under his command to go down and teach those silly ry'leh squid-heads who's boss.

2. What happens to archery underwater? Ideally, I would expect it to be useless, but I would also expect the difficulty to be getting the archers down there. Maybe decreased range? Just curious.

Thanks again to all the experienced dom players who help us newbs.
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  #2  
Old November 23rd, 2003, 06:33 PM
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Saber Cherry Saber Cherry is offline
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Default Re: Underwater invasion

Ranged projectile attacks, other that water magic, don't work underwater.

Most magic items that give supply bonuses are not cumulative, so I expect it's the same with UW breathing. So, a Bag of Wine, Cauldron of Broth, and Summer Sword on a commander are cumulative, but 2 bags of wine, 2 summer swords, or 2 cauldrons of broth are not cumulative. Thus, you may want to forge a Sea King Goblet and a Book of UW Breathing for the same commander.

As for routing: Yes. That's one thing I don't like about the Doms morale system - it leads to huge single Groups, rather than clever placement.

P.S. Then again, maybe 2 Cauldrons are not cumulative, but 2 Winebags are. I seem to recall there was something arbitrarily wierd, but I can't remember what=)

[ November 23, 2003, 16:36: Message edited by: Saber Cherry ]
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  #3  
Old November 23rd, 2003, 07:13 PM

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Default Re: Underwater invasion

I believe there is a negative morale modifier for fighting underwater if you are not an Amphibious or Aquatic creature.

Ranged attacks and some spells do not work and creatures underwater who are not accustomed to it; fight badly.
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Old November 23rd, 2003, 09:03 PM
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Default Re: Underwater invasion

Ethereal crossbows do work underwater, but can only be wielded by commanders.
Much fire/fiery magic does not work underwater, but incinerate does (it burns them from the inside out) as does astral fires, if memory serves.
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Old November 23rd, 2003, 09:04 PM

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Default Re: Underwater invasion

All your units who are not amphibious will get -3 att and def, and very low movement (and maybe some other negative modifiers, not sure). Archery doesn't work, as stated, and majority of fire magic doesn't either. The only missile that fires is etheral crossbow, I think. Every spell has clearly stated if it does or doesn't work underwater (at least combat ones; my biggest huh? was when I was trying to cast Voice of Tiamat for 5 turns from dry land), so you can prepare the scripts in according to that.
The most obvious tactic is to find shambler reef and use them to help te invasion. I usually don't dare to do it without their help.

edit: simultaneous posting

[ November 23, 2003, 19:06: Message edited by: HJ ]
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Old November 23rd, 2003, 11:53 PM

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Default Re: Underwater invasion

Do you need sea king's goblet for every damn commander?

Man, it seems like dealing with underwater nations is a huge hassles.
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Old November 24th, 2003, 03:15 AM

SurvivalistMerc SurvivalistMerc is offline
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Default Re: Underwater invasion

Your mages can just wear rings of water breathing or that shambler armor and you will be ok.

Every commander with troops that will go underwater, though, needs sea king's goblet, air pills, or that manual of water breathing or some other item.

I think it's fun to have to go underwater and deal with these things.
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Old November 24th, 2003, 03:16 AM

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Default Re: Underwater invasion

By the way, thank you to everyone who helped me get underwater.
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Old November 24th, 2003, 10:03 AM

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Default Re: Underwater invasion

mages with 1 water magic can go under water (with out items) and every magic lvl above 1 they get to bring 1 more dude with them
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