Dragogeddon: Difference between revisions
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(supposedly it was Mage Guild (to reload spell points) not Tavern (+1 morale, not movement). City descriptors added additionally. Some text too.) |
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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 | '''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. | ||
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. | |||
A possible counter-tactic is the [[Orb of Vulnerability]]. | 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. | ||
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. | |||
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. | |||
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. | |||
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. | |||
[[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. | |||
A possible counter-tactic is getting the [[Orb of Vulnerability]] which shuts off [[magic resistance]] and [[spell immunity]]. | |||
[[Category: Combat]] | [[Category: Combat]] | ||
[[Category: Terms]] | [[Category: Terms]] |
Revision as of 17:20, 7 August 2014
Dragogeddon is a name for unofficial tactical maneuver. It needs a hero with very high power skill, good 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.
The best creatures for this tactic are black dragons from Dungeons, gold dragons from Ramparts, phoenixes, magic elementals, fire elementals and magma elementals from Conflux or efreet sultans from Inferno cities.
Also, golems from Towers 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.
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 resistant) to the effects. 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.
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.
Using high tier units like Efreet or Dragons 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.
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.
A possible counter-tactic is getting the Orb of Vulnerability which shuts off magic resistance and spell immunity.