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June 24th, 2009, 09:48 PM
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First Lieutenant
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Join Date: May 2008
Location: Perth, Western Australia
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Counters to common threats
As Chris suggested, am pulling this out from Regnor's New Players Questions thread as a useful reference.
Large armies:
• Bigger (or better) armies!
• Thugs/SCs with high defence and/or protection, regen, AoE weapons or shields
• Large area of effect or battlefield wide spells (possibly communion driven), including fire storm, earthquake, foul vapours, master enslave
• Numerous raiding forces to take more than you lose from the 1 or 2 big armies against you
• Stealth Armies taking provinces behind the enemies line
• Assassinate leaders via assassins, mindhunts, remote spells (earth attack, situationally whirlwhind), seeking arrow
• Remote spells – flames from the sky, murdering winter
• Skelly spam
Undead:
• Low level spells such as solar rays, dust to dust, banishment
• Higher level wither bones, solar brilliance, undead mastery, fire storm
• Global spell purgatory if they are invading you
• Anti-undead thugs
Raiders:
• Mind hunt (if they have no astral)
• Teleporting thugs
• Counter-raid
• Castles
Thugs/SCs:
• Single target high precision elemental damage if not immune – frozen heart, incinerate
• Penetration boosted astral magics of MR not very high – paralyse, soul slay
• Death magics – life drain, disintegrate
• Blood magics – leech, life for a life, the two level 9 prison spells
• Counterthug – specifically designed to kill his target, typically something that will attack first turn while the SC buffs himself.
• Horror spam
Elephants (and other tramplers):
• Large creatures/giants if you can field them
• Fear spells
• Immobilisers like prison of fire, false fetters, confusion
• Animal awe, awe
• Commander assassination
Deadly archers (wind guide/flaming arrows)
• Arrow fend
• Storm
• Archer decoys
Powerful bless units
• Cap only? Shut down capital
• Kill priests with earthquake, rain of stones, assassins etc
Communions
• Battlefield wide spells – earthquake, rain of stones
• Mind duels
• Assassinations – their scripts will be terrible in defence
Last edited by Dragar; June 25th, 2009 at 08:44 PM..
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June 24th, 2009, 09:58 PM
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BANNED USER
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Join Date: May 2004
Posts: 4,075
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Re: Counters to common threats
Elephants:
List more counters: False fetters, confusion, (Berserkers?)
Awe. (not just animal awe).
Also, you might want to note the deadly combination: Flying elephants.
Somewhere list
Cheap blockers: Swarm.
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June 25th, 2009, 02:05 AM
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Private
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Join Date: Jun 2009
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Re: Counters to common threats
Excellently useful resource, thanks for the suggestion, Chris, and for consolidating it, Dragar. This looks like a sticky to me.
I know what SC's are, but what are these "thug" things? Are they just big summoned uglies, or is there something more specific?
__________________
Men do not stop playing because they grow old. They grow old because they stop playing. -- Oliver Wendell Holmes
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June 25th, 2009, 02:09 AM
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First Lieutenant
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Join Date: May 2008
Location: Perth, Western Australia
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Re: Counters to common threats
A thug is a weaker SC. There is no clear definition, but in general a thug can solo against PD or a weak army, whereas a SC is built to solo against substantial armies
A fully kitted up tartarian is an SC. A golem or banelord with a shield, brand and helmet is a thug.
To me the mid-game is defined by the appearance of thugs instead of mostly armies, and you have hit late-game when SCs are prevalent
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June 25th, 2009, 02:18 PM
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Shrapnel Fanatic
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Join Date: Oct 2003
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Re: Counters to common threats
is "Numerous raiding forces to take more than you lose from the 1 or 2 big armies against you" for Large Armies including Stealth Armies? Or should there be a separate line for
Stealth Armies taking provinces behind the enemies line.
I find stealth armies can help break up big armies by forcing some to break off and backtrack. Or force the other guy to invest heavily in PD which slows big-army growth.
Maybe it should be considered for the FAQ rather than a sticky on its own.
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