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| '''Dragogeddon''' is a name for unofficial tactical maneuver. It needs a hero with very high [[Primary skill#power_skill|power skill]], good [[Primary skill#knowledge_skill|knowledge]] for reasonable high mana points, [[Wisdom]] at Advanced, the 4th level [[Armageddon]] spell and creatures with appropriate spell immunity to not hurt ones own units with this whole battlefield all unit damage spell.
| | #REDIRECT [[Strategies#Dragogeddon]] |
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| The best creatures for this tactic are [[black dragon]]s from [[Dungeon]]s, [[gold dragon]]s from [[Rampart]]s, [[phoenix]]es, [[magic elemental]]s, [[fire elemental]]s and [[magma elemental]]s from [[Conflux]] or [[efreet sultan]]s from [[Inferno]] cities.
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| Also, [[golems]] from [[Tower]]s with [[magic resistance]] or lower [[magic resistance]] [[Dwarves]] from [[Rampart]] can also be used although they suffer some damage from armageddon and are not very fast units considering [[adventure map]] movement points which are calculated using the [[speed]] of the lowest units of a given army.
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| At the first round of the battle, the hero casts armageddon which causes damage to all but the own stacks of the hero, as they are immune (or highly [[Magic resistance|resistant]]) to the effects.
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| If the first round is sufficient no own units have to do battle and the artefacts of the other hero who is abolished and cannot flee are transferred.
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| For [[Dragogeddon]] to be successful, the army should include phoenixes, efreeti or either of the dragons, to ensure high [[speed]] and therefore high initiative in the battle, making one deliver [[armageddon]] earlier than the opponent, get no damage, and swiftly fly over the whole battlefield to kill off the remaining slightly scorched units of the opponent hero.
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| Using high tier units like [[Efreet]] or [[Dragon]]s also works perfectly for [[hit and run]] tactics given that [[speed]] also increases [[adventure map]] travel points, especially if the [[Armageddon]] user hero ends his turn near a town with [[Mage Guild]] to reload spell points by spending the night there.
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| [[Stables]] yield +400 movement points and are also part of [[Castle]] towns, but only once each week, for the rest of the week - [[Dimension Door]] and [[Town Portal]] or [[Water Walk]] can also help to ruin the day for the opponent.
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| A possible counter-tactic is getting the [[Orb of Vulnerability]] which shuts off [[magic resistance]] and [[spell immunity]].
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| [[Category: Combat]]
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| [[Category: Terms]]
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