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  #1  
Old November 23rd, 2003, 09:04 PM

HJ HJ is offline
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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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  #2  
Old November 23rd, 2003, 11:53 PM

Joonie73 Joonie73 is offline
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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

SurvivalistMerc SurvivalistMerc is offline
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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

Shael Shael is offline
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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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