- Posts: 2
- Joined: Thu Feb 13, 2014 2:38 pm
Hey Guys,
I'm playing Dogs of war now for about 1 or 2 weeks. I'm not inexperienced in strategy games. I'am playing Wolfen and Lion and want to show you my 400AP Lion - Nuker Army.
So this is my setup:
2 Mages (67 AP-base each)
Level 2 :both: seal of Dellar'n (its the central spell of this army) (12AP)
one of them:
Level 3: recovery (8AP) + 10AP (Magic Level)
Level 4: chastisement of light (16AP)
The other:
Level 3: Mastery of the Arcana (6AP) + 10AP (Magic Level)
Level 4: Celestial scourge (19AP)
So we have one 113 and one 114 AP Mage, the central units of this nuke game (of course).
Then, of course, we have our living bombs, the sparklings.
2-3 (17AP base each)
If you want them higher level:
Level 2: Parry (2 AP)
Level 3: Ultimate sacrifice (5 AP)
makes 17 up to 24 AP for each of them.
And a Valkyrie (53 base-AP)
Faroable auspices 9Ap
and Fanatism (5AP)
Ok, we have know:
Two Mages, 114 AP and 113 AP makes 227 AP. Then we have between 34 up to 72 AP for the sparklings (I'll come to it later, why you can choose how much of them you have). And we got an Valkyrie (72): So we have a 371 AP Army.
So we have quite a good variability of how we really play. But first of all, i'll come to the most important part:
The general tactic:
Ok, short and quick:
The Sparklings fill up the Mana of the Mages.
The Valkyrie casts his healing spells on the sparklings.
One of our mages regenerates 4 Mana each turn: He is the one who casts the Seal on the Sparklings.
The Sparklings can move 6 fields an run even more: you run to the most important Units of the enemy or to units which are accumulated at one point and end your turn there. The Seal deals every unit which is in contact with the sparkling when it ends it turn about 9-11 dmg.
If the Sparkling doesn't die befor its next round, you can use it for attack or use its ultimate sacrifice spell - however, the Sparkling has done what it had to do: carry the seal.
With this tactic the sparkling deal about 40 dmg to the enemy team even before they come in touch with the real dmg dealer - the mages.
The sparklings weaken elite units, can deal a lot of dmg to swarming armies (which are everywhere after the patch) and can even kill necros before they become a problem.
The rest - some big units, 5 to 6 swordsman etc. are no problem at all for the mages and the valkyrie. I've killed 2 valkries and 4 swordsmen with my 2 mages and the valkyrie. No Mage died.
I play the following setup:
2 Mages (level 4 each) 227 AP
1 Valkyrie (Level 3) 73 Ap
2 Sparklings (Level 3 and Level 2)
1 Bowman (Level 2)
But you can also use 3 Sparklings Level 3 and no Bowman - its your choice.
I'm playing Dogs of war now for about 1 or 2 weeks. I'm not inexperienced in strategy games. I'am playing Wolfen and Lion and want to show you my 400AP Lion - Nuker Army.
So this is my setup:
2 Mages (67 AP-base each)
Level 2 :both: seal of Dellar'n (its the central spell of this army) (12AP)
one of them:
Level 3: recovery (8AP) + 10AP (Magic Level)
Level 4: chastisement of light (16AP)
The other:
Level 3: Mastery of the Arcana (6AP) + 10AP (Magic Level)
Level 4: Celestial scourge (19AP)
So we have one 113 and one 114 AP Mage, the central units of this nuke game (of course).
Then, of course, we have our living bombs, the sparklings.
2-3 (17AP base each)
If you want them higher level:
Level 2: Parry (2 AP)
Level 3: Ultimate sacrifice (5 AP)
makes 17 up to 24 AP for each of them.
And a Valkyrie (53 base-AP)
Faroable auspices 9Ap
and Fanatism (5AP)
Ok, we have know:
Two Mages, 114 AP and 113 AP makes 227 AP. Then we have between 34 up to 72 AP for the sparklings (I'll come to it later, why you can choose how much of them you have). And we got an Valkyrie (72): So we have a 371 AP Army.
So we have quite a good variability of how we really play. But first of all, i'll come to the most important part:
The general tactic:
Ok, short and quick:
The Sparklings fill up the Mana of the Mages.
The Valkyrie casts his healing spells on the sparklings.
One of our mages regenerates 4 Mana each turn: He is the one who casts the Seal on the Sparklings.
The Sparklings can move 6 fields an run even more: you run to the most important Units of the enemy or to units which are accumulated at one point and end your turn there. The Seal deals every unit which is in contact with the sparkling when it ends it turn about 9-11 dmg.
If the Sparkling doesn't die befor its next round, you can use it for attack or use its ultimate sacrifice spell - however, the Sparkling has done what it had to do: carry the seal.
With this tactic the sparkling deal about 40 dmg to the enemy team even before they come in touch with the real dmg dealer - the mages.
The sparklings weaken elite units, can deal a lot of dmg to swarming armies (which are everywhere after the patch) and can even kill necros before they become a problem.
The rest - some big units, 5 to 6 swordsman etc. are no problem at all for the mages and the valkyrie. I've killed 2 valkries and 4 swordsmen with my 2 mages and the valkyrie. No Mage died.
I play the following setup:
2 Mages (level 4 each) 227 AP
1 Valkyrie (Level 3) 73 Ap
2 Sparklings (Level 3 and Level 2)
1 Bowman (Level 2)
But you can also use 3 Sparklings Level 3 and no Bowman - its your choice.