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| Sauromatia: A nation of archers, old men and vampi; A work in progress | |
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| Tweet Topic Started: Dec 11 2015, 08:08 AM (2,624 Views) | |
| saklaus | Dec 11 2015, 08:08 AM Post #1 |
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Maenad
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Sauromatia is a nation that can be played in a variety of ways. This guide will focus mostly on my experience that I have had in a recent game in which I used a heavy-scale build to mass archers and soothsayers, eschewing sacred units almost completely. These are the main points of Sauromatia if used in this way:
Archers are lightly armored and thus susceptible to battle-field wide spells like earthquake and rain of stones Massive armies of human mages tend to have the same problem, compounding the issue (but there are ways to deal with it!) Witch Kings are good, but remarkably expensive, making them a scarce commodity Many spells are best cast by warrior sorceresses who are also expensive for what you get You have access to only level 1 priests and they are all atrocious (safe for the aforementioned, expensive warrior sorceress) Units: Spoiler: click to toggle Commanders: Spoiler: click to toggle The Three Stages to Success: Little Tricks to come soon: Black servant prophet level 1 blood magic! raid with enaries make enaries into wight mages push dominion (blood sac) to use vampire lords, phoenix, liches, wraith lords, worms that walk shield astral mages with body ethereal use body ethereal on cataphracts / oiorpatas / longdead horsemen longdead horsemen replace cataphracts |
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| saklaus | Dec 11 2015, 08:12 AM Post #2 |
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Maenad
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This is very much a work in progress. I have finished up the units and most of the commanders, but the general outline of the strategy is still missing. Who knew that creating a guide was this much work? I have finally figured out how to make images appear in the thread. I have no idea how long those will stay hosted. If anyone knows a more permanent service, please let me know! |
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| leugimimi | Mar 18 2016, 02:36 PM Post #3 |
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*Spicy* Crew
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Hey saklaus, just posting to let you know that I liked your guide. I am playing a game with sauromatia for the first time now, so as soon as I am able, I will give you a feedback. |
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| Mithradates | Mar 23 2016, 12:57 AM Post #4 |
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Prophet of Alopecia.
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Firstly, I think this is wonderfully done. Thank for for doing an in-depth examination of the Sauromatian units. I did want to say that I do see greater potential for Sauromatian Lancers/Raiders than you seem to, however. I haven't tested this, so my opinion might be worthless, but I see that they may have some value in longer battles, as they can be set to fire, meaning that they will be stationary for 12 rounds, while other mages buff them. In theory, one could have a bunch of soothsayers or other mages go through their scripted spells, and then hopefully cast ancillary spells on the Lancers/raiders (twist fate, luck, body ethereal, protection/wooden warriors, whatever else), meaning that they could make a fairly strong second wave once their arrows have been spent. They still wouldn't probably be as useful as Cataphracts by themselves, but I think they could prove as effective as Cataphracts set to guard a commander and charging in on turn 6, simply because of the defensive nature of the Guard Commander script. Again, I haven't tested this, but I think that they could be a bit more useful that you've suggested. Anyway, again, thanks for the unit summaries - I can't wait for the full guide! |
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" Therefore, since the world has still Much good, but much less good than ill, And while the sun and moon endure Luck's a chance, but Trouble's sure, I'd face it as a wise man would, And train for ill and not for good." - A. E. Housman | |
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| GlointheDark | Apr 25 2016, 12:40 AM Post #5 |
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*Spicy* Crew
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Mithradites, he died old. Bravo. |
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| shonuf | Apr 25 2016, 12:05 PM Post #6 |
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Tartarian
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Can we agree his name was Mithridates? Oh mystery of mysteries...! Edit: Shame on me, apprarently Mithradates is ok too. |
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1:02 AM Jul 11