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I started a draconian game with sorcery spells and i can't figure out a way to take down the nodes with multiple sky/great drakes.

They one shot elite doom drakes, most of my spells fizzle at chaos nodes and sorcery doesnt have many buffs/debuffs(or i just didnt get them). I only have blur/mind storm.

Is the only solution spamming sucidal doom drake stacks?
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Question: I started a draconian game with sorcery spells and i can't figure out a way to take down the nodes with multiple sky/great drakes.
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Is the only solution spamming sucidal doom drake stacks?
It might well be. Correct me if I'm wrong, internet (you always do), but, while units in nodes and lairs heal after battle, they don't resurrect, meaning that if you take out one complete stack, it will not return, and that's one less you have to deal with next time.
Sky Drakes are a serious pain to take down, as they have massive strength in melee and on top of that are immune to all magic (including magical ranged attacks). The best tactic I've found against them is to use beefed up ranged units- typically some kind of stack composed of many individual units (so that the increase in attacks due to the unit becoming Elite, along with any buffs or weapon bonuses, really stack up). If you control any halfling towns then be aware that a group of several beefed-up Slingers can absolutely murder Sky Drakes.
About magical attacks...

Does magic immunity(from the sorc spell) make a unit immune to magical ranged attacks from shamans, wizards, etc?

When defending against magical ranged attacks, is resist or defence used?
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Question: About magical attacks...

Does magic immunity(from the sorc spell) make a unit immune to magical ranged attacks from shamans, wizards, etc?

When defending against magical ranged attacks, is resist or defence used?
As far as I know, Resist is used versus magical ranged attacks.
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Question: I started a draconian game with sorcery spells and i can't figure out a way to take down the nodes with multiple sky/great drakes.

They one shot elite doom drakes, most of my spells fizzle at chaos nodes and sorcery doesnt have many buffs/debuffs(or i just didnt get them). I only have blur/mind storm.

Is the only solution spamming sucidal doom drake stacks?
While it doesn't seem like you have the spells yet, the easiest sorcery solution to sky drakes is a flying hasted warship. Two of these at elite stats will reliably kill a sky drake per turn, and will fly circles around them. Throw invisibility in the mix and you can auto great drakes / great wyrms.
Without throwing stacks of Draconians in a war of attrition ,you need to use some conquered races with fighters like Hammerhands or Minotaurs well buffed up with Admantium or at least Mithril if you want to take them on stack to stack. and win..
Don't forget heroes! The ones you get with "Summon Champion" at Demi-God level should be able to take down several of them. Also remember that the drakes can't use their breath attacks when you attack them in melee, if you get the flight spell you can make sure that your melee heroes are the ones attacking most of the time. That way you can defeat enemy sky drakes with your own without needing to totally outnumber them.
Yeah, heroes can take out those drakes in one battle without even losing a hit point using the "hit and run" tactic. Magic is pretty useless in these situations. A good archer only need one or two shots.
If you're using Sorcery, one of the best units you can create for this situation would be a flying Warship (Barb or High Men naval unit with the Flight enchantment). Baring that, as mentioned for a really tough Sky Drake node, a beefed up Demi-God Hero or Elite Halfling Slingesr are pretty much the only other options to take it without a lot of casualties.
Draconians are a terrible race to use against Sky Drakes. Their two strengths are their flying mobility, which is inferior to what Sky Drakes have, and their breath weapon, which Sky Drakes are immune to. If you can cast invisibility, an force of Air Ships can probably do the job, though - it seems to me to be your only chance without branching out to another race.

Otherwise, try to conquer some dwarves or beastmen. They have some truly rugged and dangerous units that will be able to survive (at least briefly) Sky Drake lightning breath, and deal out significant damage in their retaliation. I cannot really agree with the recommendation of heroes. Unless they are seriously leveled and equipped with some godly gear, the sky drakes will murder them, and heroes are hard to replace. Whatever you use, enchant it to the teeth with the best unit enchantments you can get. Every little bit counts.

I seem to recall that whittling down a node in multiple waves of attacks hurts the quality of the reward you get for eventually beating it - that only the forces remaining in the node at your last assault actually count for determining how tough the fight was. I would not swear to it, though, it's just what I recall.
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Question: About magical attacks...

Does magic immunity(from the sorc spell) make a unit immune to magical ranged attacks from shamans, wizards, etc?

When defending against magical ranged attacks, is resist or defence used?
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Narf_the_Mouse: As far as I know, Resist is used versus magical ranged attacks.
Here is the attack type chart from the manual.

Narf you are NOT correct. Magical Ranged attacks are defended against with Defense NOT Resistance.

http://i1177.photobucket.com/albums/x344/EvilLoynis/MoMAtks.jpg
<a href="http://s1177.photobucket.com/albums/x344/EvilLoynis/?action=view&amp;current=MoMAtks.jpg" target="_blank"><img src="http://i1177.photobucket.com/albums/x344/EvilLoynis/th_MoMAtks.jpg" border="0" alt="Photobucket" ></a>
However, magic immunity as mentioned DOES apply to magical ranged attacks such as Warlocks (my favourite blaster <3)
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Solar1313: However, magic immunity as mentioned DOES apply to magical ranged attacks such as Warlocks (my favourite blaster <3)
Yeah it's really kind of dumb how they do that.

Missile Immunity - ONLY protects you from ARROWs, from like Archers/Longbowman or Peggys. It DOES NOT protect you from ROCKS, from Canon/Colossus's/Fire Giants etc... or MAGIC attacks from Shaman/Magicians/Sprites/Warlocks.

EXCEPTION: Apparently even though Halfling Slingers show a Rock their attack is actually a "Bow" attack like archers. Therefore they are not effective vs missile immune troops really.


Guardian Wind - protects from ARROWS & ROCKS but not magic atks.

MAGIC IMMUNITY - protects from MAGIC Attacks as well as BREATH and GAZE attacks but not Arrow or Sling.

One other thing to keep in mind, Mithril and Adamantium add +1/2 to Melee attacks and defense. They also add to ARROW and ROCK attacks BUT they DO NOT add damage to MAGIC atks sadly. Although your Shaman and Magicians do still get their Melee Atk/Def still beefed up.

Because of that I really hate Dark Elves most times. I mean mostly all their guys get magical ranged attacks that do not get beefed up.

INSANE NODE. I just ran into one about an hour ago. Sorcery Node guarded by 5 Sky Drakes and 2 Air Elementals. Is that insane or WHAT???
Post edited May 13, 2013 by EvilLoynis
My solution to insanely defended nodes without huge enchantment stacking was either decent airborne top-tiers, or skyships. Both of which require several waves, but the reward still seems to be the full expected reward. EIther that or the reward for a solo Sky Drake is still pretty damn impressive ^_^
And yeah, magic immunity really hurts dark elf armies. High resistance isn't so bad because thats precisely what Doom Bolt is for :P
And if you're going up against epic summons, you don't really expect to be able to compete one on one with any regular troops without enchantments, heh.