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  #1  
Old December 1st, 2004, 09:54 AM
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Default Re: Fools Lament II - Newbies Welcome

Yeah I made a SERIOUS strategic blunder in the Last couple of turns. I should have immediately moved to counter Mictlan's control of one or more of the capitals he held... probably Man or Matchaka. That devil/tartarian army I am quite certain would have held just about anything that could be thrown at it in check.

That and I should have prepared better for the adventure under the sea... I mean, I KNEW there were water queens there I should have brought the tools to deal with them, instead of retreating in ignominy.

Oh well... I was stuck in a "long-term planning" strategy and couldn't snap out of it fast enough to deal with the fact that armageddon had already arrived!!

rex_havok: yes you need the master password to check out any nation other than your own (assuming they had passwords set).
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Old December 1st, 2004, 11:35 AM

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Default Re: Fools Lament II - Newbies Welcome

Yossar what did you use to defeat Mans large vine ogre/Bane lord armies?

At one point in the game I had most of the game covered with spies. But by late mid game they had all but one been found and I was basically blind. Do you continue to send out spies so you can see what is going on? Is there another way?
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Old December 1st, 2004, 12:20 PM
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Default Re: Fools Lament II - Newbies Welcome

I fought and destroyed some large Man armies with my devil/tartarian squad... on two successive turns I destroyed one army consisting of living statues and vine ogres, and then on the following turn defeated an army of some 50+ bane lords, angels, and other commanders.

These battles occured around turn 72 or 73 I think?

The bane lords were not well equipped, so wrathful skies and my well equipped devils cut a swath through them, I think perhaps 12 or 15 of them escaped that battle, to be mopped up slowly over the next few turns. The most dangerous things for me in that battle were the angels, which accounted for two fully equipped ice devils before going down. Flambeaus kill devils dead!!

Coincidently a fire destroyed the lab in the province where my devil summoners were, and I could not re-summon the ice devils for a turn... imagine my relief when I re-summoned them on the following turn and they answered!
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Old December 1st, 2004, 01:08 PM
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Default Re: Fools Lament II - Newbies Welcome

The Bane Lord vs devil/tartarian squad battle, IMO, really only worked well for you because of the storm that grounded my flying Bane Lords (and I started them from the back...) - Half of them did not get into battle at all before they all routed...

I think it would have gone in my favor if not for the storm, as I would 5-7 Bane Lords per devil/tartarian.

I think I had 55 total leaders, of which 42 perished foolishly!
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Old December 1st, 2004, 01:14 PM
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Default Re: Fools Lament II - Newbies Welcome

Well I am not sure it would have gone so well for you. With the wrathful skies doing constant damage, I think my SCs (which had good prot and excellent defence stats) would have held their own. Of course, with the turn archives available, one can always test that theory!
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Old December 1st, 2004, 04:08 PM

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Default Re: Fools Lament II - Newbies Welcome

Quote:
Nappa said:
Yossar what did you use to defeat Mans large vine ogre/Bane lord armies?
I think I had two tactics for that. If the bane lords were alone, a whole bunch of ghost riders will kill a couple and then they'll all rout. I don't know if I ever managed it (I tried), but if you can capture all the neighboring provinces with ghost riders/call of the winds then the routing bane lords all die.

Otherwise, any decent lightning-immune army (I used a bunch of mechanical men) with a staff of storms, wrathful skies, and a few support mages casting evocations could handle bane lords and vine ogres. You really don't even need to be immune to lightning if you have a good amount of mages bLasting them.

I also had my own squad of bane lords with herald lances to counter enemy bane lords, but never got to use them.
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Old December 1st, 2004, 04:21 PM
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Default Re: Fools Lament II - Newbies Welcome

The ghost riders dont work against the flying bane lord masses... the bane lords fly into melee and at that point the ghost riders will rarely get damaging hits on them. I did actually cast 3 ghost riders at a group of perhaps 24 bane lords, and they failed to kill any.
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Old December 2nd, 2004, 03:03 AM

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Default Re: Fools Lament II - Newbies Welcome

Quote:
Soapyfrog said:
The ghost riders dont work against the flying bane lord masses... the bane lords fly into melee and at that point the ghost riders will rarely get damaging hits on them. I did actually cast 3 ghost riders at a group of perhaps 24 bane lords, and they failed to kill any.
You just need to use more. 3 wouldn't be nearly enough. Sometimes it does take a while to kill one. Without a magic bonus site, it's probably an inefficient spell to use against mass bane lords, though. Unless you're pretty sure you can capture all the neighboring provinces and kill them when they rout. Otherwise you'll just kill one or two and they all rout. 30+ death gems probably isn't worth it to kill one bane lord with at most 40 gems worth of equipment.

Edit: Something else that works well is teleporting in a bunch of mages with water boots, ring of tamed lightning, and 1 staff of storms, then spamming false horrors, air elementals, and soul slay/enslave mind. I got about 4 bane lords in one fight. They lose their commander status but they're still decent troops.
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Old December 1st, 2004, 04:27 PM
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Default Re: Fools Lament II - Newbies Welcome

An awesome game you seem to have had! Downloaded the turnfiles and unzipped them. Now could somebody give me a hint on how I can check the turns to see the battles? Thank's in advance
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Old December 1st, 2004, 05:19 PM
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Default Re: Fools Lament II - Newbies Welcome

Unzip them into a new directory in your dom2 folder... then start dom2 and go to "play existing game". The game should appear on the list with the name of the folder you put it in.
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