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MA Pelagia with UW Expanded [Unfinished]
Topic Started: Dec 5 2014, 05:30 PM (2,478 Views)
Ohlmann
Dom 5 Beta Team
Hello.

Today I will present a nation with a mod. The mod is here because the vanilla nation is really, really screwed. As an introduction, I will list the actual change made by the mod :
* amulet of the fish is only W1
* Knight of the deep are amphibious instead of aquatic (and a bit more expansive ressource wise)
* hippocampoi are amphibious
* amber clan mage have a forge bonus of 1
* coastal fort get the Tidal Mermage, who is W2E1 +100%AWEN
* the amphibious infantry get a net in addition to the trident

I - General assets

* powerfuls mages, the biggest one who create sacred chaff with magic attack, but who require magic items to go on land
* Powerful cap only sacred
* Powerful aquatic infantry
* bad amphibious troops otherwise
* strong W magic, decent S, N, E, and A magic

II - Commander review

The Triton King is your big cap only mage, who is sacred, not a priest, and start at W4+200%ASN. The two important things is that he is your only way to get N2 and A2, and he freespawn Hippocampus, who are sacred, amphibious, and have a magic attack. They do need an Amulet of the Fish to get stuff done on land.

The Amber Clan Mage is what make all thoses aquatic mages somewhat useable. He start at F1W2+100%WEN, and have a forge bonus, which mean he can build Amulet of the fish (to go on land) for 2 water gems with a hammer, instead of 3. He is also on the big side for a smithing mage, meaning a lot of option, including clams. Remember he don't have a feet slot, so no E2 for you. They also have access to acid spell, and if you have spare W gems they can summon vitriol, which is pretty great.

The Pearl Clan mage is W2S1+100%AWSN. He make a great communion master, but it's expensive to deploy him on land since he is aquatic too. He still can communionize for a lot of great buffs like Fog Warrior, Mass Regeneration, Quickening, etc. He and the Amber clan mage will certainly form a good deal of your researcher.

The Merman Mage is W2 +100%AWEN. He get -1W on land. He is ... pretty bad. You will certainly need one, but never want more than that one. His coastal counterpart, the Tidal Mermage, is W2E1+100%AWEN, and is in comparison pretty great, since he can forge boots, and then dwarven hammer, and is amphibious.

Of the non-mage one, only two are really noteworthy : the Triton Prince, a leadership 120 amphibious priest, and the very sad Mermen Priest, who is a H1 priest with leadership 10 who is amphibious. The other are mostly indy-level, or worse.

III - Troop reviews

The Triton Knight is the jewel of the troop roster. High def, average to high protection, good attack, 2 attacks including a magic one, plus a lance, somewhat high HP for a knight, ... And a very high price tag. They are beastly with W9, and quite good regardless, but beware of bankrupting yourself with them. They also cost a fair share of resources, who are scarce underwater. Group of 5 of them make excellent expansion groups with a good bless.
Leading and blessing them can be a challenge. Underwater, indy priest are very rare and alway aquatic, and land indy priests are never amphibious. So you need to recruit mermen priest, who can only lead 10 of them, for expansion

The Amber Clan Guard and his variation are all pretty cheap for their strength, but not too useful due to being aquatic. If you envision a major battle UW, they can be worth it.

The Turtle Warrior and Wave Warrior are your standard amphibious troops. The wave warrior is a bit better than indy, but nothing very good. You will rely on them by lack of other options.

IV - Making a strategy

You have two main strategy here : rush or turtle.

The rush option is straightforward : point your Knight of the deep in the direction of your closest land neighbor, hoping to finish him fast. Compared to a standard rush, you will be a bit slower (KotD are expensive in ressources, and you will need some indy priests for blessing soon enough), but you will not fear counter attacks. I advice running W9 with prod 3 if possible. Summon Animal may also prove essential to actually take forts. Be ready to change your strategy to just aggressive expansion if you don't have any convenient neighbor.

The turtling option is more demanding from your pretender. You need some bigass summon for amphibious troop, preferably not W one. Hidden in foo, Astral Gate, Summon Gargoyles are all fair.Remember you can search easily for the four elements, astral and nature in your planning.
Worthy Heroes - UW Expanded
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