Dominions 5

Dominions 5

123456789 Feb 8, 2018 @ 2:38pm
LA Marignon expesion
How to expend with marignon?
I always buy a crossbowman at the first turn and add them to my capitans army, but when i trying to atack province i always get beaten even by ♥♥♥♥♥♥ millitia cuz city guards always retreat and my capitan often get killed by archers\crossbows if enemy have them when i order him to stay behind the troops.
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Showing 31-41 of 41 comments
Mount Nomad Mar 19, 2018 @ 9:30am 
https://www.youtube.com/watch?v=ThTN-G3BTGk&feature=youtu.be
A quickie video. 15 minutes for 16 provinces by Turn 12. Started expanding on Turn 2 with Starting Army and 6 Flags. Was recruiting Hands of Justice by Turn 4, and they simply do not die unless utterly overwhelmed. Had pretty decent indies nearby for expanding, but was conservative.

Once the forts went up, aside from good income, they could spam Flags, which would win against enchanted xbows pound for pound, only limitation being that you need Temple spam for the numbers.

Stupidbless works by giving 3/4 chance to avoid a lethal hit, and unlike Ethereal it works on everything. All hits of zero HP and below are considered lethal, so Undying's kinda broken (good job whoever first noticed this, but didn't report it as a bug). As such, unless a hit outright kills the target with >19 HP in damage in this case (>10 damage if already wounded down to 1 HP), it takes a minimum of 16 hits on average to kill something, even if they're easy to hit and have no protection to speak of (Flags). Hands of Justice *are* a little harder to kill, so increase that multiple. Then factor in regen every round healing them back up. Blood Vengeance is just a way for low attack troops to deal some damage while tanking - not too many crossbowmen have high MR.

There legitimately are good methods of expansion with Royal Guard and high scales. 3 is enough added to your starting army to usually capture a weak to middling indy province, and it snowballs from there. Can be a struggle to make more than 12 provinces in the first year, but your provinces will be more valuable due to scales.

A note on positioning. While this won't always work on players, the AI's pretty simple. By putting troops towards the rear, you're pulling their troops away from their archers and mages, lowering the accuracy of said in the process, and giving a chance for the faster troops to separate themselves from the slower (all the better to consume them piecemeal). By positioning near a corner (but not quite totally at top or bottom), you're giving your troops better odds to catch a wide angle of incoming troops with Attack Closest (can also choose Attack Cav or Hold and Attack Fliers if you suspect their presence with an adequate number of troops to counter wide angle flanking with successful Attack Rear checks). While you generally don't want to position in the rear against summoner type mages (elementals and skellispam on Throne provinces mostly), Stupidbless doesn't care about Elementals, and Mari H3 smackdowns light Skellispam.
Last edited by Mount Nomad; Mar 19, 2018 @ 9:48am
Mount Nomad Mar 19, 2018 @ 10:49pm 
http://steamcommunity.com/sharedfiles/filedetails/?id=1336612983

http://steamcommunity.com/sharedfiles/filedetails/?id=1336612967

http://steamcommunity.com/sharedfiles/filedetails/?id=1336616436
Went ahead and finished the game since it was fun. Scales were trash, but the sacreds were dirt cheap and spammable, and Luck 3 spit out gold and gems quite well.

Upon reflection, Mari might be a little too strong now. While still not the fastest expanders, once they can recruit ~6 Hands per turn, it's easy to make an expansion party every 2 turns. Flags, which should be weak to crossbows, chewed them up. Chewed up everything, point of fact, except for high MR units with broad AoE (abominations, particularly). Mari has unimpressive crossbows, but easy access to Flaming Arrows and Wind Guide for mid-game, and Angel SCs from Astral and Blood for lategame. No native Death for Skull boosters, but Lamia Queens can bootstrap them in, and they have blood.

Didn't really need any of that, though. Flags rolled over everything. Only reason the game lasted anywhere near that long is thrones were positioned fairly far away, and I didn't focus on them when first getting the tech to do so. Eh, so I'm bad - Fun with Flags!
jojeck Mar 22, 2018 @ 11:31am 
Interesting how your "Stupidbless" works and a lot of the success in your game can be put down to that being overpowering. Hopefully that problem with the interaction of luck and undying will get fixed sometime. The sacreds are so strong versus AI that you could ignore research and just build a few temples and recruit inssane numbers of flaggelants and stomp. I think the OP was looking for a more reliable method of expanding that won't get fixed.

Obviously several other major blesses could be used with trash scales to make the sacreds powerful in expansion but that has the disadvantage that trash scales inhibit the use of many national features. Bloodhunting and Blood sacrifice are two features that suffer badly when death scales are used so I prefer to avoid them. Also the old mages die like flies every winter.

My own practice game used a much more modest rainbow bless that still made the sacreds useful in combat and gave decent scales that makes it worthwhile spreading the scales and doing research and bloodhunting. Imprisoned Great Enchantress with 3 in all paths and 4 in astral allowed a mix of buffs to attack, defence and damage, Solar Weapons, Unaging and +4 extra damage. This lets the flagellants hit stuff with 2 attacks at 10 attack (usually only 8 attack and 6 def) and when they do hit they hit ultra hard and the HoJ are pretty decent sacreds although far from exceptional given their chassis.

Expanding with a mixture of assassins and a prophetised Admiral to sail along the coastal provinces proved easy. Just use prophet to build one early temple and after that missionaries can ferring troops around and build temples and palisades. Once you need another expansion army recruit another Admiral or Inquisitor for inland expansion for better troop morale and proper formations and use 2 or 3 Missionaries to help with blessing all the sacred troops. I found that shielded Indy heavy infantry made a good front rank to draw fire and pin the enemy troops and then the hard hitting HoJ and Flags would sweep around and massacre.
Nombrilist Mar 22, 2018 @ 12:04pm 
Has anyone reported the Undying+Luck bug? If not, someone should.
Mount Nomad Mar 22, 2018 @ 5:15pm 
That's a pretty standard Rainbow approach, jojeck. Flags will still get xbow stomped without Blood Vengeance or Air Shield or somesuch (still love them in squads of 5 in Skirmish on flanks with Death Explosion and some kinda Fire Resistance - low enough HP blobs to not attract the flying pokies, but good enough to trash flankers). You ever try F4 S5 for +Att, Magic Weapons and Solar Weapons? Pretty great on Recruit Anywhere. I can make another video with Royal Guard which were originally mentioned, and work perfectly well for expansion (go-go two-handers!). Small note on Unaging as well - while a very handy bless for nations with older mages, the bulk of age issues can be resolved with Boots of Youth (for mages in armies) and a disease curing item for research forts (Miraculous Cure All Elixir in this case - the mages will stack afflictions, but stay alive until horror marks from Lanterns get them).

Ah, and you're right about Blood loving Growth (who doesn't?) scales, but in LA games there are enough 10,000+ pop provinces that you can bloodhunt down without hitting the 5k diminishing returns - wasn't really a problem. Fallen Angels with Shrouds on were pretty comical, though.

Nom, dunno if it's been reported as a bug yet - don't really think it is. More like an oversight. In experimenting with ways to beat it, I've landed on a solid Fateweaving build (works great on EA Machaka) that rocks its socks off.
https://steamcommunity.com/sharedfiles/filedetails/?id=1337131012
I know it's nothing for player driven sacred spam to overwhelm an AI army, but those 30 Valkyries hit me in the rear with better than even numbers and Thunder Weapons and were still soundly stomped by my ~24 Lion Warriors who hung around to play.

AoE attacks from things like Abominations (and earlier cone attackers like Salamanders and stuff) also seem potent. Then again, breath weapons have been hugely buffed in Dom5 (Catoplebas are absolutely devastating now). Point is, it's Stupid, but counterable - kinda like LA Ulm.
Last edited by Mount Nomad; Mar 22, 2018 @ 9:33pm
jojeck Mar 23, 2018 @ 7:37am 
Yes, I've used variations on that rainbow bless for my first games with a lot of nations that have useful sacreds, it seems to be economical and makes sacreds much better than normal troops. The scales are good and the rainbow pretender, usually imprisoned but could be dormant, provides fantastic magic diversity that lets the nation develop in the middle game in many directions depending on the circumstances and what gems are available. It's a good way to get a feel for how the nation has changed in Dom 5 without becoming too niche. It's a great bless for MA Marignon (as I mentioned in post 7) and I've even used it for MA Ctis, where the swiftness part of the bless makes the slow Swamp Guard a very useful troop type.

Massed LA Crossbows will indeed shoot the Flags and even the HoJ to ribbons if they face them but that's why I use the Indy shielded HI front ranks to draw most of the fire. The sacreds follow in behind and hopefuully avoid a lot of the fire. Alternatively, with the good scales and the magic paths LA Mari has it is not a problem to build several powerful crossbow armies ourselves using Flaming Arrows, Wind Guide and Arrow Fend and fight fire arrows with fire arrows, probably to our considerable advantage since we have everything natually available as soon as the research is done unlike many nations. We just have to be careful to keep our firepower armies with massed crossbows separate from the armies relying on HoJ and Flags as friendly fire is still a horrible problem in Dom 5 and it is usually not worth trying to combine massed melee with massed firepower in the same battle.

My middle game strategy once my pretender arrives is to cast Gift of Health. This is very strong for the Flags as it both removes their afflictions over a few months and makes many of the limpers and cripples useful in battle plus it adds a nice HP buffer if we fight inside our own dominion. And that's where blood hunting and blood scarifice comes in of course, against many nations we can push our dominion and then steal their lands. Gift of health does rely on finding a source of nature mages to site search for gems before the pretender arrives but they seem fairly common in my practice games so far, I've always had at least one type of nature mage in my first 10 expansion provinces and we just have to prioritise getting 2 or 3 nature mages in year 2.

What I want to do in my current LA Mari game is investigate how effective the assassins are in the middle game. I've already proved to my satisfaction that they can be very useful in expansion and a group can clear many indy provinces cheaper than an army beating even HC commanders fairly reliably. Barbarians commanders seem tough and mages in throne provinces have bodyguards now and often kill several assassins before dying to RNG. However, in the middle game we can boost our assassins with several arts that should make it much more reliable to assassinate most commanders even the difficult ones. Lifelong Protection is the obvious item but Bottle of Living Water is another good one. The assassin can use his own crossbow to avoid closing to combat or use a better magical missile weapon or spam skeletons using Amulet of the Dead. Equipping a shroud (with my bless) would add several useful stats aiding surviveability and extra damage both in melee and for missile combat, especially for assassins that have a useful Heroic ability from the hall of fame.

Ok need to play a few more turns now, just started blood hunting last turn.
Mount Nomad Mar 23, 2018 @ 12:26pm 
Would be interested in hearing more about your Assassin expansion setup, Jojeck. I use a few now and then to snipe Throne provinces, but never really tried them for first year expansion beyond that. Like you said, they really need the items to shine.

On a side note, for those who credit an overpowered bless with expansion, here's 16 provinces in 12 turns with no sacreds at all using the aforementioned Royal Guards.

https://www.youtube.com/watch?v=W4w3UwCx4Us&feature=youtu.be
It's nice to have lots of gold. =\
jojeck Mar 23, 2018 @ 6:04pm 
I haven't tested using assassins for expansion much but just recruited them from the capital for several turns. The sequence went something like this:
First turn: recruit an Admiral and 2 assassins plus as many HoJ as can afford.
Second turn: Prophet Admiral and recruit 3 assassins and more troops. Send the 2 assassins to province A.
Third turn: Send prophet and all troops against one province. Assassinate 2 commanders. Send other 3 assassins to province A if needed. (helps if you use the Troubador or Starting Captain to ping the province to find out how many commanders there are). Recruit more assassins and troops.
Fourth turn: Use prophet to build temple. Assassinate any commanders left in province A. Send Captain or Troubador to ping province A (should capture it if all commanders dead). recuit more stuff etc.
Fifth turn: Recruit Missionary and Flags from temple. Attack another province with prophet. Move assassins to provinces B and C etc. Assassinate commanders. Ping provinces to count commanders etc.

It's far from optimised and I was surprised just how successful the assassins were versus priests and commanders (90 % or more). A lot more testing would be needed to find the best targets for assassins versus just using troops.

Basically it sacrifices a few early commander points for a quicker expansion when you don't take a "Stupidbless" or exaggerate your production scales to recuit a lot Royal Guards (which affects Bless and magic paths on pretender). The early research points lost from recruiting assassins versus mages should be recovered by getting better expansion and earlier recruitment of mages in expansion forts.

It seems to work and is a way of expanding with LA Mari, not sure if it is particularly good.

Mount Nomad Mar 23, 2018 @ 8:05pm 
My favorite way of expanding with LA Mari is still an A10 Virtue (because Thunder Strikes become a poor man's Wrathful Skies, and Heaven help anyone who gets in closer range). Pity they're so vulnerable to RNG (compared to a Thrice Horned, Wyrm, or somesuch).

Need some item to make the assassins win reliably from Con 0 or Con 2. Blacksteel to start, then Coral Blades? Might have to try.

Shrouds on Assassins with Stupidbless are pretty.... T.T
Mount Nomad Mar 23, 2018 @ 10:36pm 
*Update: Just tested Assassin expansion with a Dormant Rainbow and the goofiest bless you've ever seen. It works, in a limited sense. Avoiding Throne provinces, Assassins won about 2/3 fights, with ~3 Commanders per province. Tried sending assassins in teams of 3 - 2 rounds of assassination, then take the province. The neat part was that could use this tactic in parallel to regular armies (which I massed to sail into Tien'Chi's cap and sieze in the first year). Just have to avoid doing so near other players, or you're handing them a freebie.

Basic gear wasn't significantly impacting their win rate (even Con 2, which can be a reasonable first research target).

Probably be a good rush strat.
123456789 Oct 1, 2018 @ 8:37am 
*larping as MA Ermor*
I actually tried to expand as LA MArignon with pretty heavy bless(using hands of justice) and imprisoned pretender and it works quiet well.
https://steamcommunity.com/sharedfiles/filedetails/?id=1527872179

Hands of justice with this bless under blood surge have pretty beasty stats, but their protection is still low.
https://steamcommunity.com/sharedfiles/filedetails/?id=1527878804
Last edited by 123456789; Oct 1, 2018 @ 8:45am
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Date Posted: Feb 8, 2018 @ 2:38pm
Posts: 41