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Got anything else? They just run over my mages It's like a stack of 40 of them plus flyers. They wreck my super heavy infantry as well. They just run over my hoard of skeletons too.
Trample damage is resisted by defence skill and it does AP damage with min damage on 1. As such, stacking protection and def skill helps to some extend, but not to extend you are looking for. Summoning elementals is a good way to get size 6 blockers, though Earth elementals aren't the best for the job but should at least bring you some time.
They chop up elephants real fast when given good enough commander to not start routing immediately.
Rage (F2, Thaum-3) and Hydrophobia (F2 and a gem, Thaum-8) can make your enemy's elephants as dangerous to them as to you.
Summon X Elemental (X1 and a gem, Conj-3 for size-3 Lesser X Elementals; X3 and a gem, Conj-5 for size-6 Elementals), Swarm (N1 and a gem, Alt-4), Phantasmal Warrior (A1, Alt-2), Animate Skeleton / Animate Dead (D1, Ench-1), Raise Skeletons (D2, Ench-3), Raise Dead (D2, Ench-4), and Horde of Skeletons (D2, Ench-5) can create distractions that might at least keep the elephants from running over your permanent troops; some of these, like the big elementals, may do a fair job of killing the elephants instead of merely distracting them.
Decay (D1, Thaum-1), Bane Fire Dart (D1F1, Evo-4), Bane Fire (D3F1, Evo-6), Disintegrate (D2, Alt-8), Incinerate (F3, Alt-5), and Pillar of Fire (F2, Evo-8) are probably among your better options for killing elephants with magic. Combustion (F1, Alt-2) and Conflagration (F2, Alt-8) may also work, although they'll be slow to kill; still, the damage that the elephants take every round from being on fire might help rout them.
As mentioned by others, fear spells - Frighten (D1, Thaum-1) and Terror (D3, Thaum-4), mostly, at least for LA Agartha - can work well for routing elephants from the battlefield.
also iron corpses, those dont care about some lost and poke them to death while the mages fire into the elefaphants
and crossbows, you dont have them for no reason. even agartha does hit big things.
la agartha is made to industrialy whittle down enemies with superior engineering
Math it out. A trampling unit rolls 3d6 vs the target's defence + DRN, trampler ignores shields and wins ties. A Guard has an effective defence skill of 7 without the shield, so it's very likely to get hit. Trample damage is 5 + 2x Size - 17, for an elephant. It's armour piercing, so that's 17 damage vs 21/2 = 10 (maybe 11? I'm not sure which way it rounds) prot. Effectively 7 damage. Less if you paint Legions of Steel (effective 12 prot), or Marble Warriors (effective 14 prot), or both (effective 15 prot).
Except, Entrance Guard have 14HP each, and elephants often don't stack up trampling the same square, because they're each size 6. So, the elephants trample into a double line or box of Guards, dealing decent damage. Now they're surrounded by mostly alive and very annoyed Agarthans, who start hacking the elephants to pieces with their 16 damage swords. The elephants, with only 11 prot, rapidly collect great open wounds, and their poor morale of 9 means they rout pretty quickly.
40 elephants is like, 4,000 gold, right? That would get you 250 Entrance Guard, but I'd honestly expect around ~80-100 to pull a win. I did it with ~60 'Adite Elite Soldiers, more of a 1:1.5 ratio of elephants to opposition, but while an 'Adite Elite has less prot, it also has enough HP to reliably survive getting trampled twice, and hits back harder to blenderise the elephants faster, winning more cleanly. But the most important thing is that breakpoint of reliably being able to survive getting trampled at least once. It's bloody, but very doable.
I had 140 blind fighters with regen bless and they died to the elephants + other random junk. They had no mage support cause the mages are too busy casting bless.
regen bless on blind fighters doesnt sound that awesome against elephants, although it makes sense on the frail living mages maybe. i had some succes with gimmicky + att + def random combat speed + (and off course reinv and magic ld+) bless and magic weapons when massing blind fighters to tackle all units and being little pillboxes one and each of them
I think it has to do with their size, hp, damage output, and even defence skill compared to the Agarthians. I think the sacreds with regen would beat the adites tho.
oh the wiki says the trampled unit's size doesn't matter? I always thought it was the size difference not just the trampler's size but I guess I am wrong on this.