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There's this Sorcery Node guarded by a group of Air Elementals (at least four, but there could be more, since as invisible units I can only see them when they are adjacent to one of my units in combat.

As invisible units, not only I cannot see them until they are adjacent to my units; I also cannot target them with ranged attacks. However, Air Elementals are also flying units, so I cannot target them with melee attacks either. The only thing I could do was to wait for them to attack me and let my units defend (I ended up fleeing from the battle). I'm guessing magic should help, so perhaps I should come back now that I know some new spells.

What are your strategies when dealing with invisible, flying units such as Air Elementals (especially early in the game)?
This question / problem has been solved by Bookwyrm627image
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ConsulCaesar: What are your strategies when dealing with invisible, flying units such as Air Elementals (especially early in the game)?
Air Elementals are not an early game target, especially when there are a lot of them. Come back later.

My solution is usually to bring some moderately strong melee units and let them suicide on my units (and I expect losses). Air Elementals have a decent attack and decent defense, but they tend to go down fast when something can hit back. High Men Pikemen are an excellent choice for this, having a strong attack while being expendable. Gnoll Wolf Riders and Klackon Stag Beetles should also serve, though you might need a second wave of wolf riders if there are a lot of Air Elementals. Beetles can initiate an attack, and they both hit hard and are durable. Hell Hounds can initiate, but they probably don't have the punch to effectively kill multiple Air Elementals; you might be able to whittle down their numbers with large waves of Hounds and focusing fire as much as you can, but targeting a single sorcery node with lots and lots of hounds isn't an effective use of lots and lots of hounds.

Make sure that anything you send in can either fend for itself or is expendable, since Air Elementals will gang up on their target of choice.

What races, wizard retorts, spell books, and spells do you have?
Post edited December 09, 2019 by Bookwyrm627
A lot of useful information!
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Bookwyrm627: What races, wizard retorts, spell books, and spells do you have?
I started as Tlaloc (Nature + Death + Warlord) of the Halflings, but I have conquered several High Men cities.
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ConsulCaesar: What are your strategies when dealing with invisible, flying units such as Air Elementals (especially early in the game)?
When thinking back, I realized I didn't quite answer your broader question. The problem with the question is that there really isn't anything that presents the same kind of threat as the Air Elemental. It combines several defenses with high speed and good attack in a way that nothing else does.

The only other flyer that is anywhere near as fast is the Sky Drake, and THAT is a whole other kind of battle. Hunting Air Elementals is kind of like hunting wolves; they can be picked off without too much trouble with either strong power or if they are few in number. Hunting Sky Drakes is like hunting grizzly bears. Really fast grizzly bears that can spit lightning bolts. Grizzly Bears that usually show up in large groups and guard spell books.

For most flyers, look for ways to drag it to the ground (Web), ways to force an engagement (Fire Breath, Thrown Weapons), use shooters (Longbows, Slingers) to try and tear them apart before they tear you apart, or bring ground forces that are durable enough to weather their attacks and strong enough to kill them when they engage in melee.

I think every other unit with natural invisibility is a walking unit, and the fastest of them only have 2 move. Observing how the enemy army approaches can help you identify their likely position, and once you reach melee range you tear into them with melee units just like against any other melee unit. Take a unit with either True Sight or Immunity to Illusions into battle with you and you can see invisible as long as your unit stays alive.

Air Elementals are invisible, they fly, AND they are very, very fast, so they usually get to pick their targets for attacking. You can't really engage them until they are already tearing into your forces, but they are fast enough that it doesn't take them long to get started. However, as I said previously, they have low hp for their tier so they fold up and die against anything that can land a solid hit on them.
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Bookwyrm627: What races, wizard retorts, spell books, and spells do you have?
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ConsulCaesar: I started as Tlaloc (Nature + Death + Warlord) of the Halflings, but I have conquered several High Men cities.
Then you have a good base for taking them out. Warlord lends itself well toward armies of normal units. Halflings and High Men both have decent units. A large stack of halfling swordsmen is sufficient to kill one AE, but the stack will take a lot of losses in the process, so it isn't viable against a larger force of AE.

You've seen 4 Air Elementals. If there are 5 other units in the node, then you know there can only be 4 AE. Look at the enemy formation; if there are odd holes in it, an AE probably occupies that slot.

Be aware that all combat spell solutions will be subject to the Node's dispelling effect. Sometimes a combat spell will work, but don't depend on them working because the node will catch most of them. To be sure a spell succeeds, either it must be of the same school as the node (sorcery nodes allow sorcery spells) or you must have the Node Mastery retort.

Nature tools
-Web can pull an AE from the sky, allowing your melee units to start initiating attacks on it for the rest of the battle. The web will also delay the AE from attacking, but probably only for one turn while it breaks the web. That said, the node will probably block this spell from working.
-Several Basilisks should be able to get the job done. Their stone gaze should let them initiate on the AE even if the AE are immune to the stoning effect. Basilisks have low defense, but they have very good attack and hp values.
-Giant Strength is pretty cheap in both casting cost and maintenance. Adding it to some of your attackers may help tip the scales in your favor. Make sure to cast it before the battle, because the node will block it.
-Stone Giants should be able to get the job done, but you'll probably want at least one SG per AE, and you should expect to lose a few.
-Gorgons are strong enough to get the job done, and they fly so they can initiate fighting. You might need two units of Gorgons to kill all the elementals.
-I'd wager that a single Earth Elemental will get the job done for all 4 AE, though you might need something to finish off the fourth one. However, the node might block the EE spell. Sadly, the EE has to wait for the AE to target it.
-Iron Skin on a strong attacker (cast before the battle) should provide a lot of protection against the AE attacks.

Death tools
-Most Death creatures have Immunity to Illusions, so bringing even a single unit of Skeletons will let you know exactly how many AE are in the node. Skeletons and Ghouls can be good for cleaning up any Phantom Warriors that are in the node with the AE, but both units are going to be ineffective against the AE themselves.
-A large stack of Werewolves might be able to cut it, but I'm not sure. On the bright side, if you win then all your dead werewolves come back to life, and they can also clean up Phantom Warriors without much issue if your werewolves aren't too badly damaged.
-Several units of Shadow Demons might be able to get the job done, and they'll be able to use their ranged attacks against the AEs too! SDs have somewhat low stats, so several SDs will probably go down in the fighting, but Regeneration will bring them back if you win.
-A few units of Wraiths will probably get the job done, but there are better uses for any Wraiths you control (like taking over cities defended by normal units).
-Black Sleep can let anything able to hit a flyer murder an AE, but between the node dispel effect and the AE's very high resistance, this is more theoretical than a viable tactic.

Halfling tools:
-Build an Alchemist Guild and a Fighter's Guild, then you can spam Slingers. A stack of 9 slingers should be able to handle the node, and they can tear apart any Phantom Warriors or Beasts accompanying the AEs while waiting for the AEs to die on them.

High Men tools:
-Build an Alchemist Guild and a Fighter's Guild, and spam a bunch of Pikemen. They'll get the job done. Take about 1.5 pikes per AE and you'll be more than fine.
-Paladins will get the job done, just like they do against pretty much everything else.

TL;DR
When balancing cost versus effectiveness for this scenario, my top picks are Pikemen and Basilisks (or a mix of both, allowing you to put cities and magic to work at the same time). Slingers and Shadow Demons are other good choices that can be added to the stack. Shadow Demons are perhaps the worst of these four options because they are rather expensive but slow; Pikes and Slingers are both quite cheap for what they do, and Basilisks are expensive but faster. However, Shadow Demons can fly, plane shift at will, and regenerate, so a large stack of them are pretty good at reaching anywhere (eventually) and wrecking havoc on arrival.
Post edited December 09, 2019 by Bookwyrm627
Thank you for the very detailed answers! I will come back when I'm stronger, knowing all of this.
I am very surprised no one mentioned Phantom Warriors for taking out Air Elementals.

The idea would be to send in a single cheap unit and Summon PWarriors to take them down. 2 PW's can usually take out 1 unit of AE's. You just have to wait a turn after summoning each one to attack with .

There is a spot on the very bottom right on the combat screen where you can actually summon a monster on and it cannot be attacked. You can also not move normal units onto that square either. This is the place to summon the PW to so that it can wait a turn to get the node aura buff.

PW are also great at taking out Phantom Beasts at a 2:1 ratio just like AE's.
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EvilLoynis: I am very surprised no one mentioned Phantom Warriors for taking out Air Elementals.
I didn't mention them because he doesn't have any sorcery books, so he doesn't have access to them.

If you have the time to summon them, phantom warriors (or phantom beasts) should be able to tear through AE's pretty easily. You just need the time and casting skill to summon enough of them.