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  #11  
Old December 16th, 2003, 10:15 PM
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Default Re: tactic vs underwater

There's also Water Cult, but since it only helps sacred units it's not necessarily the best choice for Ulm...
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  #12  
Old December 17th, 2003, 07:16 AM

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Default Re: tactic vs underwater

As YWL said, but IMHO didn't really emphasize enough, Golems suck against R'lyeh. Sure, it's immune to Mind BLast, but some Teleporting Starspawn will just spank you with Magic Duel, as a Golem only has Astral 2.

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  #13  
Old December 17th, 2003, 07:54 AM
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Default Re: tactic vs underwater

You can always equip the golem with Slave Collar... You need one blood, but you can hunt the slaves for empowerment even without any blood income or mages.
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  #14  
Old December 17th, 2003, 08:12 AM

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Default Re: tactic vs underwater

Quote:
Originally posted by Endoperez:
You can always equip the golem with Slave Collar... You need one blood, but you can hunt the slaves for empowerment even without any blood income or mages.
why slave collar? It only boosts morale IIRC.
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  #15  
Old December 17th, 2003, 03:25 PM
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Default Re: tactic vs underwater

It makes the wearer feebleminded, not sure if that helps though. Does feeblemind make you lose all magic skills or just unable to cast spells?
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  #16  
Old December 17th, 2003, 04:27 PM

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Default Re: tactic vs underwater

Quote:
Originally posted by Teraswaerto:
quote:
Originally posted by Gandalf Parker:
Most water units fight badly (if at all) on land.
I think illithids would disagree with this statement.
Let them disagree with my longbow regiments.
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  #17  
Old December 17th, 2003, 05:35 PM
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Default Re: tactic vs underwater

Quote:
Originally posted by reverend:
great input!

hadn't really thought of constructs / golems. shows how much i still have to learn. (only got the game yesterday)


quote:
Remember that any mage with a water magic skill can enter the water. If it has more than one water magic it can take another ait-breather (1 for each water point) with him.
does this include empowered spies? one scuba-diving scout should help determine where to attack with the rest of the army. the construct approach sounds good since i'm researching construction anyway, but i think i'll go with masses of shamblers. never really had a gold problem, and they cost only 1 resource per unit. should be enough to form the bridgehead. (or whatever they call it underwater )

and, yes, this is vs. AI.

If you got enough water gems income, it's cheaper to empower *one* mage to Water one and have him forge "Ring of Water Breathing" (5 gems, Construction 2) or as another person said, Shambler Skin Armor (also 5 gems, Construction 2). There are other items to get you into the water but they're probably out of easy reach for Ulm.
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Old December 17th, 2003, 06:53 PM

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Default Re: tactic vs underwater

This is not my experience at all! Illithids eat my Niefel Giants alive & the top Altantean heavy infantry are tough.

Quote:
Originally posted by Gandalf Parker:
Most water units fight badly (if at all) on land. And land units tend to fight badly in water. What I tend to do is build an army that can go into the water (constructs, undead, shamblers, whatever) and when a water-capable set of mercs come up I let that decide my timing.

I try to take one out of the way spot so I can start building up WATER units there. Dont keep marching forward and spread yourself too thin. It works best to try and take water provinces with water units.

Remember that any mage with a water magic skill can enter the water. If it has more than one water magic it can take another ait-breather (1 for each water point) with him.
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  #19  
Old December 17th, 2003, 07:37 PM
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Default Re: tactic vs underwater

Quote:
Originally posted by Joonie73:
This is not my experience at all! Illithids eat my Niefel Giants alive & the top Altantean heavy infantry are tough.
I understand that. Its why I put the word "most" into the statement.
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This game is NOT suitable for students, interns, apprentices, or anyone else who is expected to pass tests on a regular basis. Do not think about strategies while operating heavy machinery. Before beginning this game make arrangements for someone to check on you daily. If you find that your game has continued for more than 36 hours straight then you should consult a physician immediately (Do NOT show him the game!)
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