August 27th, 2017, 15:43
(This post was last modified: August 27th, 2017, 16:53 by Nelphine.)
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In case it matters I'm trying to figure out a way to change barbarians so their overland army strength isn't so obscenely high. It feels extremely off kilter that on lunatic they're a much much better choice than all the myrran races, which in turn are much better than all the other arcanus races.
However I'm not having much luck. Barbarians are tailor made for strategic combat, because not a single one of their weaknesses are relevant for overland strength. My original proposal, for reducing thrown/breath attacks overall for strategic strength, was only partially taken, and that amount simply didn't make enough difference.
I think the only other thing would be to make bezerkers a four figure unit.
As a secondary thing, I think most barbarian units (swordsmen, spearmen, bowmen) should be reduced to speed 2.
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I think barbarian melee units would be unplayable at 2 speed - they don't have the resistance nor the defense to be able to afford spending 2-3 additional turns moving towards the enemy in combat before reaching them.
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Their defense isn't worse than standard. They still have pathfinding.. what about giving them logistics?
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I love the idea of an automatic surrender (ideally with the player option to keep playing, but not essential for me)
If so, the condition should be rather obvious. Owning 75+% of the world population, army strength, and power production should do it.
*More intricate - owning (85%-5*enemies) of the 3 aforementioned metrics, balancing chance of surrender depending on number of players present.
September 2nd, 2017, 22:41
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Why do earth elementals cost 4 mana per turn? WHY?
September 3rd, 2017, 02:15
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They deserve to have merging. At speed one that'd be fun!
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These focus magic ghouls are crazy... [emoji15] How do I counter them early game with high men life/sorcery? Four of those with two buffed fire elementals destroyed me
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High Men with their low resistance and weak early units are no match for a Death wizard. Avoid war with them at all costs, or rely on summoned creatures - but Sorcery/Life isn't good at that. If you can get a hero with high defense, holy armor, and resistance (12 to be immune to black sleep), it might be able to kill the ghoul stack by itself.
Unicorns can help, with Teleport and Poison Immunity they counter ghouls if you can afford any.
Crusaders in larger numbers should be able to stop a smaller amount of ghouls, but you will probably need the later Paladins to actually have the advantage. Knights might also be useful, while they take more damage, they reach the ghouls faster. Buffing either of these should help, especially heroism as levels give both defense and resistance and both are necessary against those Ghouls.
If you are defending, City walls matter, while the poison ignores it, the 7 strength ranged attack does not.
But really, the best you can do is either not go to war, or hire the Thief or Dwarf and give them Holy Armor/Endurance/Heroism.
Finally, if you have access to Dispelling Wave, that can get rid of Focus Magic.
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(March 31st, 2020, 02:55)ichthyosaurus Wrote: These focus magic ghouls are crazy... [emoji15] How do I counter them early game with high men life/sorcery? Four of those with two buffed fire elementals destroyed me
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In the very early game your only real option is Guardian Spirits (poison immunity), which also gives +Resistance to your army. They cost less than ghouls to summon, but are generally weaker despite the higher stats because they only have 1 figure. But they do well enough for defending behind a wall.
Attacking into Ghouls with HM is very ineffective until you have Unicorns, Paladins, or Water Elementals. In the early game your best bet is to focus on town defense. An elite Crusader with Heavenly Light has 9 resistance, plus a Guardian Spirit or Priest would make it 10. A single buffed Crusader behind a wall can possibly tank an entire stack of ghouls (their ranged will achieve little against 12 effective shields and a unit that can heal itself, but you can also use other unbuffed Crusaders to soak up damage and also heal your main tank).
You can also rush Wizard's Guilds to use Magician garrisons, which can kill 2-4 figures of ghouls in one hit per Magician. Priests aren't good as the main garrison force as they don't deal enough damage, but they can be good for +Resistance and healing and you don't need to waste casting skill summoning them like Guardian Spirits. The early investment into Parthenon might not be worth it though, so it's best to limit producing them to one or two towns at most.
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Wow, thanks for the elaborate answers! I'm a MoM veteran, but that's my first CoM run, and these guys surprised me
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