1/30/2024 0 Comments Mod inspector dominions 5![]() ![]() ![]() Row after row of these can buy you a lot of time with their shields, length 4 repel weapons and prot 18. Hoplite (13g, 31r): The mainstay of your army. Then turn up with buffed hoplites, foul vapour traps or Elemental swarms. Bait your enemy into bringing out his soul slay communions to deal with them. Or take a little air on your pretender to build them yourself. Try to bargain for items which can hide them on the strategic map (Gossamer Cloth, Cauldron of the Elven Halls), to help surprise your opponents. Berserk needs Thaum 4, so this tactic is probably better on a build more focused around Mind Hunt than the one in this guide. If you get air mages, cast flight on them and laugh. However having a small force of them join a mid-game fight buffed with berserk, iron warriors and ethereal can turn fights if they aren’t expected. Sadly they can be hard countered by spells hitting their magic resistance (such as Soul Slay). They are also scary for other nations- 64 hps and prot 17 is hard to take down with basic troops. A handful of these on the flank with some fodder in the middle to distract indies can super-charge your expansion. War Elephant (100g 62r): This is the key to your early expansion. If nothing else, you can spend your time trading your other gems for Death gems. However, it still gives flexibility and a backup. If people are willing to trade and gems 1:1, then your carcass collector ability is less useful. Late game you can also funnel gems from Mother Oak into Well of Misery, for more free gems. You'll get most of the gems for this from nation-specific events. However, that needs Construction 6 and Conjuration 5. Get a 1 1 Sibyl, add a Robe of the Sea and a Water Bracelet, summon a Naiad, then finally add a Moonvine Bracelet and Thistle Mace. Interestingly, you can also cast Mother Oak without this pretender. Suggested early research is Thaumaturgy 2 (Communions, Mind Burn), Construction 2 (SC items), then Alt 5 ( Swarm, Maws of the Earth). A Titan of the Spring (Dom 5 5 5) would let you take 6 scales. A dormant Mother of Monsters (Dominion 5, 5 5 3) would let you take 4 scales. That dormant pretender can also cast Mother Oak. So if we take a dormant SC with 5 and 4+, we cover our weaknesses in the early game and late game, and get access to usable thugs in the mid-game. Legion of Wights is also a solid use of death gems in the late game. Sadly our healers don't work on undead, though a Recuperation bless and Shroud of the Battle Saint would. The next step is to cast the nature global Gift of Health. 4 lets us cast Gift of Reason for 20 gems, which turns them into commanders. Tartarians are amazingly stated giants who would be top quality SCs/mages, apart from them being units and overwhelmed by afflictions. If we take 5 on the pretender we can boost all the way up to 7 with items, which lets us cast Tartarian Gate for 10. This lets us summon Bane Lords, Wights, and Wraith Lords ( immortal casters who can moonlight as thugs). One option to give Arco a second late-game strategy is to take Death on the pretender. So a pretender to cover that would be good. It does have a good end game strategy in communions, but more flexibility would be great (LA Arco lacks SCs, high-level death, astral or blood access). Similarly, Arco can be a bit dependent on its communions, since it lacks recruitable thugs and its troops can have trouble breaking through high protection. If we take a dormant SC pretender, we can cover this brief window of vulnerability before our communions are online. This means that relying solely on them to fight off early rushes is unwise, and there is a window of relative vulnerability before Arco's communions can cast the really powerful spells (Summon Elementals, Maws of the Earth, Soul Slay, etc). However those elephants have low magic resistance and morale, which other players can exploit (with fear effects before you get key buffs, and Soul Slay/ Paralyze a bit later). This argument comes from three provocative statements: I'd argue that it easily does so, and lets LA Arco play fundamentally different to its earlier cousin. In exchange it gets easy access to nature in communions, and what looks like minor death access. LA Arco no longer has access to 4 mages for Mind Hunting without boosters, and in the Late Age it feels like everyone has Astral mages to block Mind Hunts. The durable troops of Arco are now facing down crossbows and platemail galore. ![]() On first glance LA Arco looks like time is passing it by. Mind Hunts galore, and Hoplite troops which more than hold the line against MA troops. Full-spectrum battlefield domination with powerful communions. As such any updates to the guide will happen there first and hopefully make it here.Įveryone agrees that MA Arcoscephale is a great, flavourful nation. ![]()
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