The Old God has left the world and the pretenders are awakening and coming out from hiding. You start the game by designing one of the pretender gods that will compete for true ascension to godhood. The type of god can range from a magically powerful arch mage to an ancient kraken or a mystic monolith that people pray to. Your pretender controls one of over sixty different nations and with the help of that nation he will spread his word and battle the other pretenders. Dominions 3 is a turn based strategy game. You can play single- or multiplayer (1 - 23 players) with simultaneous turns. There are more than 1500 different units, 600 spells and 300 magic items in the game. The game also features a medieval musical score by Erik Ask Uppmark and Anna Rynefors, both awarded the title of Musicians of the Realm by the Swedish Zornmärkeskommiten. Dominions 3 is a highly detailed game and a 300 page pdf manual is included in the download.

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Dealing with Bogus and friends (Games : Dominions 3: The Awakening : Forum : The Codex : Dealing with Bogus and friends) Locked
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Jul 24 2013 Anchor

aka that joke isn't funny more.

As I've run into them in my MP game and don't want to risk my SP strategy of "throwing things at them until they die" I was curious for an expert's detailed strategy on how to deal with them. I will update the OP once people have posted their wisdom to turn it into a codex resource.

Edited by: Gallopp

Maerlande
Maerlande Grumpy Old Fart
Jul 25 2013 Anchor

There isn't much to it. Ignore them until you can bring out really big guns. One serious SC with some indy commanders to die a bit but carry any loot. Unless they land on your capital the cost to try to take them is not worthwhile. Some folks charm them but frankly trying to keep your N magi alive versus the flying knight is a royal bitch.

In multiplayer they are just as bad for someone else to take so a decent way to keep a province out of other's hands. Just pretend there is one less province in the game.

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Jul 28 2013 Anchor

First, decide if they're worth taking on. What advantage do you get? Getting rid of them before lategame will always carry heavy casualties. Unless the province is valuable, it's common to ignore them, because taking them on is the equivalent of storming a mildly-defended fortress.

Secondly, there are several annoying guys in the group but the two biggest problem are the Dark Knight who is a flying Attack Commanders thug with fear, and the Troll who has super protection and regeneration. So you need troops (or thugs or SCs) who can do a lot of damage to the Troll, and you need commanders who can survive the Dark Knight, whether that's to do with how you protect them or how well they can fight.

The rest of the group is annoying but you don't need anything special to deal with them if you can deal with the Troll and the Dark Knight.

Humans with swords is totally inadequate against the Troll. Spear-wielders are ridiculously outclasssed. You need things like greatswords, glaives, giants, etc. Or single-target, long-range spells.

Against the Dark Knight, ensure you Guard Commander your leaders and have something in close range to kill him once he lands. So for example, if you had three water mages scripted to spam Frozen Heart, in one square, your army leaders in the square next to them, and set a full squad of 40 troops to guard commander one of the army commanders. 3x Frozen Heart will bring him down pretty much immediately. He's got storm immunity so don't bother with that.

e: Bogus and co don't have very good offensive ability, so that's why a SC does well against them.

Edited by: The_Demon

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