.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

Raging Tiger- Save $9.00
World Supremacy- Save $9.00

   







Go Back   .com.unity Forums > Illwinter Game Design > Dominions 3: The Awakening

Reply
 
Thread Tools Display Modes
  #1  
Old September 14th, 2009, 09:09 AM
sansanjuan's Avatar

sansanjuan sansanjuan is offline
Captain
 
Join Date: Dec 2007
Location: Minnesota, USA
Posts: 887
Thanks: 144
Thanked 40 Times in 36 Posts
sansanjuan is on a distinguished road
Default Leveraging Magic Bows

Interested to hear of community members that have effectively leveraged a mass of indy commanders armed with forged bows. Seems like that could be an effective mid game tactic. Are the gems and money just best spent elsewhere? With CBM you can make some decent bows at low research levels. Please share any experiences being on the giving or receiving end of leveraging the "buy anywhere" indy commanders with bows or other items...
-ssj
__________________
"I think, therefore I am" - René Descartes

"I yam what I yam" - Popeye
Reply With Quote
  #2  
Old September 14th, 2009, 09:20 AM
Gregstrom's Avatar

Gregstrom Gregstrom is offline
Major General
 
Join Date: Sep 2007
Location: Scotland
Posts: 2,066
Thanks: 109
Thanked 162 Times in 118 Posts
Gregstrom is on a distinguished road
Default Re: Leveraging Magic Bows

I've seen Banes with Bows of War used on occasion. It semed pretty effective.
__________________
A Beginner's guide to Lanka

Want to use multiple mods? The Mod Compatibility Index might be useful.
Reply With Quote
  #3  
Old September 14th, 2009, 09:29 AM

Agema Agema is offline
First Lieutenant
 
Join Date: Aug 2007
Location: UK
Posts: 792
Thanks: 28
Thanked 45 Times in 31 Posts
Agema is on a distinguished road
Default Re: Leveraging Magic Bows

My perception of magic bows on heroes is that by and large you're still just hitting one unit per turn, and when I say "hit", I mean IF the arrow hits a square with a unit on, and IF it isn't parried by a target's shield, all of which means your average magic bow is pretty ineffective in terms of stopping an army.

The exceptions would be bows with area effect or multiple arrows. I figure 5-10 indy commanders with a bow of war would be a good archery force instead of about 50 archers, but you've probably got better things to do with your gems. Banefire crossbow I think has AoE 1, and a few others.

Where you may well get most leverage is assassinations and tackling thugs, and even then you probably need a precision booster to make sure you hit. An assassin with the right bow should be dangerous to the average mage without a bodyguard, and several bows might be very effective at downing or disabling thugs if can deploy them.
Reply With Quote
  #4  
Old September 14th, 2009, 09:50 AM
ano's Avatar

ano ano is offline
Lieutenant Colonel
 
Join Date: May 2007
Posts: 1,462
Thanks: 34
Thanked 59 Times in 37 Posts
ano is on a distinguished road
Default Re: Leveraging Magic Bows

One important note is that Flaming Arrows apply to Bow of War.
If you're playing an air nation, I think, it may be quite effective because one commander with BotW is nearly equal to 13 archers but he costs MUCH less in both basic cost and upkeep, doesn't need supply and can be given an Eye of Aiming. A drawback is, of course, that if he dies, it is also an equivalent of 13 archers
Reply With Quote
  #5  
Old September 14th, 2009, 10:05 AM
Jarkko's Avatar

Jarkko Jarkko is offline
Captain
 
Join Date: Nov 2004
Location: Finland
Posts: 812
Thanks: 106
Thanked 57 Times in 34 Posts
Jarkko is on a distinguished road
Default Re: Leveraging Magic Bows

I've killed raiding SC's with indy commanders wielding Ethereal Cross bow. Just put 40 of the cheapest possible chaff as bodyguard around him, and the commander will get two (hopefully three) shots on the SC. Combine a few such groups, and you have a cheap hunting group. Does work wonders against those Vine/Eye shield + Frost/Firebrand SC's, but pretty much suck against SC's with some massive AoE spells.

I've found the Ichtyids to be the nice for such a cheap bodyguard unit, as they even have a change to web the target, and they have a mapmove 2 (so you can try to outguess the SC movement, move the hunters to position and hope for the best). And if led by a Ichtyid commander (although their precission is nothing to call home about, but with CBM the chance to deviate is low), they can go underwater to hunt stuff there too.

One additional bonus with the Ethereal x-bow is that it is "safe" to craft even with a hostile Arcane Nexus up. Not that it os of any great importance, but everything counts
__________________
There are three kinds of people: Those who can count and those who can not.
Reply With Quote
  #6  
Old September 14th, 2009, 11:04 AM
NTJedi's Avatar

NTJedi NTJedi is offline
General
 
Join Date: Jun 2003
Location: az
Posts: 3,069
Thanks: 41
Thanked 39 Times in 28 Posts
NTJedi is on a distinguished road
Default Re: Leveraging Magic Bows

Quote:
Originally Posted by Jarkko View Post
they can go underwater to hunt stuff there too.
I don't believe the ethereal X-bow works underwater... so the commander(s) would need to switch to the piercer or incinerate wand for underwater battles.
__________________
There can be only one.
Reply With Quote
  #7  
Old September 14th, 2009, 11:34 AM

Sombre Sombre is offline
BANNED USER
 
Join Date: Feb 2007
Posts: 5,463
Thanks: 165
Thanked 324 Times in 190 Posts
Sombre is on a distinguished road
Default Re: Leveraging Magic Bows

I could see Banefire crossbow being fairly nasty against expensive troops.
Reply With Quote
  #8  
Old September 14th, 2009, 11:51 AM
Jazzepi's Avatar

Jazzepi Jazzepi is offline
Major General
 
Join Date: Jan 2004
Location: Columbus, OH
Posts: 2,204
Thanks: 67
Thanked 49 Times in 31 Posts
Jazzepi is on a distinguished road
Default Re: Leveraging Magic Bows

With EA Tien Chi one of my favorite tactic is to give the N1W1 or A1W1 mage commanders bows of bewolf. Script them to quicken self + eagle eyes/aim, then set them to fire large monster. Seed one in each of your border provinces. When an enemy attacks with thugs or SCs, they'll be retarded fairly quickly.

Jazzepi
Reply With Quote
  #9  
Old September 14th, 2009, 03:33 PM
Jarkko's Avatar

Jarkko Jarkko is offline
Captain
 
Join Date: Nov 2004
Location: Finland
Posts: 812
Thanks: 106
Thanked 57 Times in 34 Posts
Jarkko is on a distinguished road
Default Re: Leveraging Magic Bows

Quote:
Originally Posted by NTJedi View Post
Quote:
Originally Posted by Jarkko View Post
they can go underwater to hunt stuff there too.
I don't believe the ethereal X-bow works underwater... so the commander(s) would need to switch to the piercer or incinerate wand for underwater battles.
Actually the ethereal x-bow *does* work underwater
__________________
There are three kinds of people: Those who can count and those who can not.
Reply With Quote
  #10  
Old September 14th, 2009, 04:07 PM
OmikronWarrior's Avatar

OmikronWarrior OmikronWarrior is offline
Sergeant
 
Join Date: Apr 2007
Location: Texas/Ohio
Posts: 363
Thanks: 11
Thanked 72 Times in 21 Posts
OmikronWarrior is on a distinguished road
Default Re: Leveraging Magic Bows

Quote:
Originally Posted by Jazzepi View Post
With EA Tien Chi one of my favorite tactic is to give the N1W1 or A1W1 mage commanders bows of bewolf. Script them to quicken self + eagle eyes/aim, then set them to fire large monster. Seed one in each of your border provinces. When an enemy attacks with thugs or SCs, they'll be retarded fairly quickly.

Jazzepi
First, great turn of phrase at the end there.

Second, does the "quickness" casting actually work for you? In my experience (which is limited after early failures), quickness results in an arrow being fired and then the unit merely advancing forward without taking a second shot.

On a more general note, check out Fire Ebola's for some interesting "bow" options. They are single handed, so a high preciscion unit can equip two (and hopefully an eye of aiming) and throw them into the enemy ranks causing some attrition to units on the front.
Reply With Quote
Reply

Bookmarks


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 04:28 AM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2024, Shrapnel Games, Inc. - All Rights Reserved.