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The former are easier to manage, but are a threat early game when you don't have that many tools. The latter are a pain later when they have items and buffs.
For troops, swarming them is a solution, but you need to take out their defense/protection. A swarm of small soldiers with good defense should be able to scroe enough hits to make up for the losses. If the giants have regeneration, you need hard-hitting troops, however. Destroying armors, using maws of the earth to tie them down so there are more hits, using stellar cascades to tire them, fire or ice elementals or anything with an aura to fatigue them.
You can also try to spread disease on them on the strategic map.
For commanders, stuff like Fomorian kings are a complete pain in the *** and you'll need to adjust your tactics to the gear they are wearing so it's hard to give general advice.
But i see. So stuff like Iron Bane and Maws.
And in general anything that debuffs without giving a MR check.
Is it worth it using fire/air elementals if the giants have magic weapons?
Or will they die to swiftly to be of any use?
Another useful tactic against giants to to exploit their vulnerability to Fatigue-causing spells such as Dessication, Steal Breath, Heat from Hell and so on. The more Fatigued a giant is, the more likely it is to suffer a critical hit, and the fact that you can swarm giants with smaller troops means that you have that much more opportunities to score a crit.
Nevertheless, any seasoned Dom 4 player will tell you that paralysis (thau 4, S2) is the most common counter against strong troops that are relatively few in number. You'll need blockers. Cheap high def (not protection!) infantry will do.
Also do not overlook instakilling MR negating spells if you have good access to them and the enemy's magic resistance isn't completely overkill. A mage with no extra penetration against unit with 14MR still has 30% to get past MR check. So as long as you can keep the enemy still, you can keep taking them out. Of course this doesn't defeat spells like gifts from heaven in effectiviness, but they are also less prone for friendly fire (though sacroficing few human soldiers due to friendly fire from gifts from heaven is completely fine).
There is also the option of summoning some heavy hitters yourself in form of trolls and hilll giants, takes mage turns and might need some buff support to compete with sacred giantsthough.
You also have the option of equipping some commanders with magic weapons, such as greatsword of sharpness and try to take out the giants with some elite units mixed among normal infrantry. If possible, you will probably want to buff those commanders with spells such as quickness to increase their damage out put and survivality and probably luck as well as it makes them survive three additional deathblows on average.
Enslave mind is a very good spell for such occasions, because it takes a formidable unit out of the game, it makes the formidable unit potentially deal a lot of damage to someone (unblessed, but still), it makes the enemy formations break up and the enemies kill one of their own (who are relatively few in numbers to begin with, probably) and is more likely to muck up the targeting of enemy mages because of the high HP.