this issue.
In order to fully grasp the dangers involved, I offer these two
examples:
Example #1
Sphinx pretender god (Astral 8, Water 3)
Magic Items: Amulet of Anti-Magic, Pendant of Luck
Spells cast upon entering combat: Quickness-Body Ethereal-Astral
Shield-Breath of Winter
Example #2
Great Mother pretender god (Earth 3, Nature 1)
Magic Items: Main Gauche of Parrying, Charcoal Shield, Robe of
Shadows, Horror Helmet, Boots of the Messenger, Pendant of Luck,
Amulet of Resilience
Spells Cast upon entering combat: Invulnerability
There are many other combinations that can be created, but these are
the two most common themes.
The teleporting ‘rock‘, and the trampling menace.
There are a variety of strategies that a player may use to counter a
Super Combatant, however much depends on the capabilities of the
nation in question and the vulnerabilities on the particular Super
Combatant being attacked.
Techniques to counter a Super Combatant:
* Mass Crossbow attack
This is probably the easiest counter to create since it involves
troops that might be available to a player naturally or through
acquired provinces. Crossbows are ‘armor piercing’ and
can sometimes overcome a Super Combatants high protection value. Then
again, often they won’t, and some combatants will have missile
countering mechanisms. This is unreliable but is often the only tactic
available to a player under surprise attack.
* Curse
The spell curse requires one level of astral and one level of nature
magic. Jotunheim starts with the spell and mages that can cast it.
C’tis has the mage, but needs to do research. Most other nations
will have to get lucky with a mage that gets a random magic or will
have to pick up a mage from an independent province (usually a lizard
shaman). You may also craft the magic item ‘Totem Shield”
which casts curse in combat, but you still need astral/nature to make
it. There is no defense versus curse, and it lasts forever. Once a
Super Combatant is cursed it will have a greatly increased chance of
acquiring battle afflictions. A stack of afflictions can often
debilitate a combatant, or even better might curtail or destroy its
ability to cast spells. Many combatants are dangerous to touch, and as
such the best way to get in those afflictions is to curse, then pepper
the combatant with missile fire or summoned creatures.
* Spell Failure Casualty
There are a variety of spells that will debilitate or destroy a Super
Combatant if it fails a single spell check. Many combatants are not
vulnerable to some of these spells, and many combatants will have high
(and augmented) magic resistance. Still you may get lucky, and you
only need to get lucky once.
Some spells you should keep in mind are: Soul slay, disintegrate,
charm, polymorph, paralyze, bone melter, and control.
* Ethereal Crossbow
Similar to the category above, any being hit by and ethereal crossbow
must make a magic check or die. This requires a successful crossbow
hit on top of the magic check and isn’t easy to get, but
sometimes you don’t have many options. The crossbow works
underwater and during storms, plus can be fired by any commander. If
you are lucky it can do the trick.
* Bow of Botulf
If you are lucky enough to hit the enemy with this weapon it may drive
them ‘insane’, an affliction that will impede their magic
abilities.
* Seasonal Spirits (Summer Lions, Winter Wolves, Spring Hawks, and
Fall Bears)
As these ritually summoned creatures have 50 morale and do not fatigue
they may be good for hammering on a Super Combatant. They will often
fare much better than common troops. In particular if you can use
winter wolves versus combatants using breath of winter or use summer
lions versus combatants using a charcoal shield/fire shield you may be
able to dodge one of the combatants more unpleasant properties. Still
these spirits are expensive and are often considered a players elite
troops. Putting them in against a Super Combatant is risky and may
incur serious losses even if successful.
* Elementals
Elementals are similar in power to the seasonal spirits but have the
benefit of being inconsequential to lose since they are summoned anew
every battle. A group of mages can overwhelm a combatant with
continuous summonings. Even if overwhelmed combatants are not killed,
they can often be routed. Better still, if the combatant becomes
immobilized by the mob of elementals (more common with air elementals)
then the combatant will eventually “auto-perish” after
many rounds of unsuccessful rout. This is probably in the game to
prevent infinite combats, but also can be twisted to help fight hard
to kill combatants.
If you do not have any of these counters handy, you are playing Super
Combatant roulette.
Perhaps you’ll get lucky… Perhaps not.
2> Instant Magical Movement
There are three spells that allow players to move characters and
armies to a location of their choice. These are Cloud Trapeze,
Teleport, and Gateway. Cloud Trapeze and Teleport allow the casting
mage to move, while Gateway allows the entire army to transport. This
magical movement is incredibly potent for two reasons. First, it
allows you to go anywhere in one move/turn. I hope I don’t have
to explain why this is powerful. Second, this movement occurs during
the magic phase BEFORE ordinary movement. Hence by making a magical
move you may land an attack on an ordinary force before they can move
away, and thus you will have the advantage of choosing your fights.
There is no real counter for instantaneous enemy movements beyond
staying aware that it can happen and trying to anticipate it. Keep in
mind that Pythium, Arcoscephale, and R’lyeh have native mages
that can cast both teleport and gateway once they have done the spell
research. Some Super Combatants (Sphinx and Monolith in particular)
will use teleport to make their ‘move’ versus your armies.
Many players take astral skill on their pretenders just so they have
some access to gateway later in the game. No joke folks, expect it.
3> Magic Duel
Magic Duel is a third level battle evocation. Two mages with astral
skill ’duel’ and one dies. The spell description states
that the mage with higher skill is the likely winner. I have witnessed
many duels, and have never seen the weaker mage kill the stronger
mage. At this time I consider the higher level mage to have a certain
victory, although there is a chance that the low level mage can win
and I just have never seen it happen. Magic Duel has two major
influences on the game. First if you have mages with astral skill and
you go into battle versus a nation that has mages using more astral
skill, you will watch all your mages get blown away! This can be quite
a shock if you didn’t know about Magic Duel. If you have astral
skill you must have the most, or stay out of battle. The other effect
of Magic Duel is that it creates a default “Astral King”.
The Astral King is the character in the world with the MOST astral
skill. This mage trumps all other astral mages. Astral skill is also
used for movement spells (see #2). As such once spells have been
researched the Astral King tends to dominate battles since he can
teleport/gateway into conflict with other astral mages and lay down
the law. If you are playing with astral skills (and you do want to)
then you also want to be the best at it, because with Magic Duel in
play there is little room for second best.
4> Ritual Summons
There are a wide variety of magical creatures that mages can summon in
this game via rituals.
Most are very potent and are a great way to get efficiency from your
gem supply. Elemental mages will summon seasonal spirits (Summer
Lions, Winter Wolves, Spring Hawks, and Fall Bears).
They are extremely potent and will be the elite forces of most wise
players armies. In straight up combat these spirits will do very heavy
damage to ordinary troops. Spring Hawks are extra dangerous since they
can fly, and often dive for commanders (routing the commanders
troops). Seasonal spirits do not have morale issues, nor do they get
fatigued.
Death mages will summon a variety of undead from wimpy skeletons to
mighty behemoths.
Nature mages will tend to create Vine Ogres or Lamias. There are other
fearsome summons to be sure, but these are the ones you will see most
often.
Most summoned magical creatures require magic command skill or they
will rout/freeze in battle.
The best way to counter summoned creatures is to kill the mage that is
controlling them. The best way to catch enemy mages is with missile
fire, flyers, or cavalry on the flanks. Sometimes your enemy will make
things difficult for you by screening their mages, using missile
counter measures, or using a pretender god. If you can’t kill
off the enemies that provide magic control then you will have to duke
it out with these toughies. Your own spirits, elementals, and knights,
will fare best in these instances.
5> Battlefield Summons
Mages with elemental magics can summon elementals. Much like seasonal
spirits they have no morale issues and do not fatigue. Many players
cultivate large numbers of capable mages and use them to summon up a
blizzard of elementals during combat. If you have never seen it
happen, you will be shocked when you encounter a group of enemy mages
who grind your army down with a relentless stream of summons. The
most powerful are the air elementals, since they fly into combat this
allows the controlling mages to sit far back on the battlefield.
Furthermore, air elementals are exceptional at running down routing
troops. Death mages will tend to summon masses of low level undead,
and nature mages usually summon wolves (howl).
Much like the ritual creatures, the best counter is to kill the
controlling mages (see comments in #4).
6> Battlefield Domination Spells
After much research is done, many nations and pretenders whip out
combinations of battlefield spells that are simply devastating. We
are not talking about a fireball that blows away a few infantry. We
are talking about spells that consume armies. More often than not this
is a combination of a spell that affects a wide area (or entire
battlefield) and an immunity (natural or created) for your own troops.
Some combinations you will be surprised by eventually are:
Poison Ward - Poison Cloud (weak, but available earlier than
others)
Thunder Ward - Shimmering Fields
Fire Ward/Fend - Fire Storm/Heat from Hell
Winter Ward - Grip of Winter
If your army is unprepared for this, there is a very good chance that
you will be blown away.
7> Storms
Storms is a magical effect from a mage that casts it as a level 3
evocation or by any character carrying a staff of storms. The staff is
popular since it’s effect is on the battlefield right from the
start and does not need casting. Storms cancels all missile fire.
Most flyers cannot fly during a storm, the exceptions being storm
guards, air elementals, spring hawks and storm demons. Missile troops
and flyers are rather popular and the ability to cancel out their
abilities is a huge slam sometimes. Storms is often used to protect
valuable mages who then no longer need to fear arrows or flyers.
What can you do if your enemy is using storms? First stop relying on
archers and flyers. Second use mages in battle. Why not, your enemy is
screening for you. You might try the ethereal crossbow or piercer
(another crossbow) both of which work in a storm. There isn’t
much else you can do, which is why storms are extremely popular.
The same mages that can cast storms also cast summon air elemental.
Here they come now…
8> Army Blasting
There are a few spells that allow mages to hammer armies from the
convenience of their own labs. The beauty of this magical artillery
should be self-evident. The first time you get hit by one of these
effects you are going to sit there and stare at the screen wondering
‘what the heck am I going to do now’? Now that your enemy
has done the research (and it was a lot) he will probably blast an
army of yours every turn. What will you do? Your response will be to
write the offender a nasty letter and pretend like your aren’t
hurting all that bad. Ask your girlfriend to hug you. Tell other
players in the game what’s happening. Perhaps you get an ally
out of other players fear that they are next. Pray that your enemy
only has one caster that can use this spell, and send in multiple
armies. Take him out fast as you are on a slippery slope.
What spells am I talking about?
Murdering winter, Flames from the Sky, and Leprosy.
Leprosy kills slowly but is available early and is the spell you are
most likely to encounter.
Arcoscephale has priests that heal afflictions and Pangaea’s
troops heal naturally, so Leprosy is less problematic for these
nations.
Murdering winter and Flames from the Sky will kill a bunch of troops
instantly, but these spells take a serious amount of research before
becoming available.
There are some “dome” spells that can protect a province
from enemy spells, but since you can’t win by sitting your
armies inside your own provinces, this isn’t really a good
option.
Your best bet is to win the game before this much research is done.
9> Province Blasting
There are a variety of spells that do harm to enemy provinces. There
are two basic types. First we have spells that cause about 20 unrest
and often have a secondary effect. This would be spells such as wolven
winter, baleful star, hurricane, raging hearts, and blight. These
spells are not very impressive with a single casting but can be potent
if used to cripple key provinces. This depends a good deal on the map
being played. Smaller maps with key provinces offer a strong target
for these spells. Large maps offering dozens of rich provinces make
these spells less valuable. If your enemy has a few key provinces then
creating massive unrest can cripple his economy and possibly prevent
production (unrest over 100 stops production). Beyond these spells are
the province smashing spells. These take a dedicated research
commitment but are appropriately devastating. Among these spells are
Black Death, Tidal Wave and Volcanic Eruption. Striking an enemy
province with these will kill very significant amounts of population.
With repetitive castings a good deal of harm can be done to the
targets economy. Once an opponent starts pounding you with these your
only real hope is to win before they cripple you. If you get a chance
you can try to put up some of the ‘Dome’ spells which
prevent enemy castings into your provinces, however these will not
stop all spells and it will be difficult to protect all your big
provinces.
10> Assassination
There are two basic types of assassination. The basic method is to use
an assassin character to strike at enemy characters in his own
province. Assassins are not very dangerous without augmentation, but
with a few magic items they can be potent. Knocking out a key
character at the proper time can be a major development. Sometimes
assassins are frustratingly difficult to use well, and other times
they can make a big difference. Some magic items that make assassins
potent (without going overboard) are: Lifelong Protection Contract,
Skull Talisman, Skullface, Wraith Crown, and the Bag of Wind. All of
these involve bringing in extra flunkies to help in the fight. The
beat way to protect versus assassination is to have troops
‘guard commander’. Raising province defense above 20 will
greatly increase the chance that the assassin will get caught while
‘passing through’. You might try giving a few guards to
mages that cast battle summons spells and put these in the provinces
that you feel are at risk. Often these guarded mages will act as
assassin land mines.
The second method of assassination is by ritual spell. There are a
variety of interesting spells that can be used to zap an enemy
character. You might try, seeking arrow, mind hunt, vengeance of the
dead, and wind ride. To protect yourself from such attacks you may
hide in a province with a ‘Dome’ spell, or wear an amulet
of anti-magic to increase your ability to resist hostile forces.
Ultimately you best recourse is to figure out who is shooting these
spells at you, and remove that nation from the game.
These are the techniques that I have encountered to date that change
everything when they happen.
I hope that you will find this information of use both on offense and
defense.
Please feel free to copy and/or distribute this essay, as there is
little point if it remains unread.
-Alex Poger
6.12.2 How to defend against masses of air elementals
Lately, I have gotten many strategy requests from players who are
having trouble countering masses of lesser air elementals. Countering
air elementals is a major pain in Dominions, and it's something most
players will encounter often.
In the hope of helping newer players come to grips with this threat, I
have written the following essay. Hope it helps someone. ;)
How to defend against masses of lesser air elemetals:
1> Kill the enemey mages. Archery is particularly good for this.
Longbows of Accuracy work well. Unfortunately if your enemy is using
storms, then this will be countered.
2> Put rings of tamed lightning on large troops like a Wyrm or
Knights. Haveing a few strong lightning immune troops can help a lot.
3> Lesser air elementals only can trample human sized targets. They
can't trample cavalry. Using larger troops can slow the elemetals down
a lot.
4> Fire Elementals. They are much harder to get into the correct area,
but in a stand-up fight they beat air elementals. Getting them into
position without losing mages/troops is hard, but if you can do it,
they will have the advantage.
5> Mages casting direct damage spells can often kill off air
elementals faster than they are made. This is tricky due to friendly
fire and the need to place the mages forward on the battlefield, but
it can be done.
6> Thunder Ward (enchantment 4) is the best method of combating air
elementals. Thunder Ward will give your entire army protection from
electrical attacks. Getting a character with two levels of air skill
and doing the research for thunder ward is always a very high priority
for me in almost every game I play.
Many nations can generate the extra air skill with a communion if they
need it. For example Marignon or Abysia have mages that have astral
skill and also have one random magic pick. They can get a mage with
one air fairly quick. Have that mage cast communion master and have
two others cast communion slave. This will get the master the second
level of air, and then with two air gems you can cast thunder ward.
If you don't want to use communion, you can also use Power of the
Spheres (at an expense of astral gems). That also does the trick for
an extra point of air skill if your mage has astral skill.
Getting Thunder Ward:
Abysia - One Warlock with air-1, power of spheres, or 2 extra astral
mages & communion
Atlantis - Kings of the Deep sometime come in with air-2
Pythium - Arch-Theurgs have air-2.
Man - Crones have air-2.
Ulm - No natural method, must use pretender or find air mages.
Ctis - No natural method, must use pretender or find air mages.
Arco - Mystics sometimes come with air-2, or use power of spheres, or
2 extra astral mages & communion
Caelum - Seraphs have air-3.
Ermor - No natural method, must use pretender or find air mages.
Marignon - One Grand Master with air-1, power of spheres, or 2 extra
astral mages & communion
Pangaea - No natural method, must use pretender or find air mages.
Vanheim - Vanjarls have air-2.
Jotunheim - One Norna with air-1, power of spheres, or 2 extra astral
mages & communion
Rlyeh - Starspawn sometimes come with air-2, or use power of spheres,
or 2 extra astral mages & communion
Out of 14 nations only four have no natural path to thunder ward.
These nations must either find an air mage at a new province, or must
prepare in advance with a pretender that starts with air.
When I have no thunder ward capable mages, I always try to serach for
air sites aggressively. As soon as I get a mage with air-1 I send him
out to search. The hope is that I might uncover a special location
that produces air mages. These sites are rare, but worth the effort if
it gets you your thunder ward. If nothing else I try to get a sage
with air-1 to go out and do seraching. Sage sites are pretty common,
and it gives everyone some hope.
7> Howl. This spell summons three wolves onto the battlefield from a
random direction. The reason why this is good is twofold. First even
if your enemy is using storms, you might catch his mages from behind.
Second the summoned elementals tend to leap at the closest enemy.
Sometimes they will go after extraneous wolves, giving your main
troops time to close the distance. It might not be the best way to
deal with air elementals, but it is somewhat effective.
8> Faery Queen. If you have reserached conjuration-8 and have a
nature-5 mage you can summon a Faery Queen who has air-3. This is a
long route to a thunder ward capable mage, but sometimes you have to
do things the hard way.
9> Crystal Sorceresses. Using a power of the spheres or communion
these mages can toss a thunder ward. They are available in spaces
occupied by the Crystal Amazon tribes. They are not common, but there
are often a few of these locations on each map. You don't need to
seach for any special sites to utilize them. These are always a good
thing to find.
All said, I think that the air elementals are a bit too strong.
Illwinter claims to be changing the storms/archery/air elemental
dynamic in the next version. I hope they do a good job of addressing
this issue.
-Alex Poger
6.12.3 WHAT A PATROL CAN DO
First, you have two different kind of patrols : local militia (10+) and commanders with orders to patrol.
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