sqeecoo
Arcane
- Joined
- Dec 13, 2006
- Messages
- 2,629
Introduction
Hello there Codex bros. I’ve joined a Dominions 5 mini-tournament hosted by our friend Lucid, the first Dominions 5 tourney I’ve heard of. Since I’m the only Codex representative in the tourney as far as I’m aware, I feel it is my duty to bring the game to my bros in the form of a LP. I don’t guarantee regularity of updates or quality, but I’ll do my best as laziness allows.
Table of contents:
Introduction
Pretender design
Turn 1: A Cold Welcome
Turn 2: A Small Step for a Giant
Turn 3: Using Lances as Toothpicks
Turn 4: Konnichiwa
Turn 5: Expansionism
Turn 6: Dude, Where's My Research?
Turn 7: Shifty Frogmen
Turn 8: Finally Fabricating Forts
Interlude 1: Putting Things into Perspective
Interlude 2: A Rant on Diplomacy
Turn 9: Giant Loss
Turn 10: Entangled Amazons
Turn 11: Shuffling About
Turn 12: Happy Year 1!
Turn 13: The Senextro Swivel
Turn 14: A Cowardly Attack
Turn 15: Dude, Where's my Gear?
Turn 16: The Tiniest Turn
Turn 17: Arena DEATHMATCH
The tourney is nothing huge, there’s basically six 8-player games played in parallel with the winners of those and the “second place” players (those with the most thrones after the winner) advancing to a 12-player game final. Here’s Lucid’s tournament announcement video if you want to listen to this explained in excruciating detail:
I’m kinda assuming that people reading this know at least a bit about the game, and trying to explain it from scratch would be a herculean task I’m definitely too lazy for. If you want a LP that explains more of the basics you need go no further than this amazing LP that got me into Dominions in the first place, by our own grumpy Grimwulf:
https://rpgcodex.net/forums/index.php?threads/lets-see-the-world-die-dominions-4.95509/
But I will answer any questions you may have though and try to adjust the level of info based on any questions I get.
The game has already started and is on about turn 30, so I can freely share details from my early turns even in a widely read prestigious gaming magazine like the Codex. However, that unfortunately also means that I won’t really be able to have you guys vote on our decisions since they’ve already been made.
But we have some Dominions veterans here who are way better than me so hopefully they will offer insightful criticism (“everything you are doing is wrong”) of my decision-making. As to why the game is titled Giant Wusses, well, you’ll just have to wait and see
Our game will be taking place on this map:
The starting locations will remain fixed but where nations start will be randomized. There is about 15 provinces per player which is not that little, but the capitols are pretty close together, i.e. always 3 provinces apart – you can easily bump into someone’s expansion party on turn 3. Rushes are therefore a definite possibility, although the game doesn’t necessarily have to end super quickly overall.
There are eight thrones on the map and conquering 5 wins you the game, so holding two thrones guarantees you will advance to the finals. I don’t love this two-players-advance system as it encourages passivity and not ganging up on someone with an early lead but rather fighting over second place instead, as well as worst of all encouraging pre-game alliances. We won’t be doing those! I don’t mind doing pre-game diplomacy, but here you can basically pair up with someone without any need to ever betray each other, which I don’t think is in the spirit of a FFA game.
But Dominions is a game of rolling with the punches and adapting, so that’s what we’ll do.
The nations playing are Tir na nOg (sneaky Irish elves), Fomoria (cursed Irish sea giants), Yomi (Japanese demons), Hinnom (Jewish cannibal giants), Abysia (lava persons from a volcano), Atlantis (aquatic Lovecraftian fishmen), Tien Chi (early Chinese empire), and our own Nifelheim (Nordic frost giants).
I’ll spend the rest of this update talking a bit about the nation of Nifelheim that we will be playing.
Nifelheim is a nation of frost giants who want to plunge the world into eternal winter.
They can actually do it with the help of their unique national spell, Illwinter (also the name of the company that developed Dominions):
Casting this will severely piss off any other nation that doesn’t like their lands to be maximally cold, so casting it is a pretty big fuck you to the world – but not as big as some of the other horrible global enchantments that can be cast.
Troopwise, Nifelheim has a wide variety of giant troops and no human troops. The giant troops are good at first glance, with good armor, decent stats, and more than three times the HP of human troops. There are a few varieties with fairly minor differences, but here’s an example of one of the better ones:
As giants they come one per square due to being size 4 and thus face off against three normal size 2 humans in an opposing square in battle. This results in them taking defense penalties from getting multiple attacks, which results in them taking hits. However, they have enough HP to take hits from normal humans whereas their powerful swings will kill humans outright. So the giant troops are excellent against normal human infantry, and initial expansion against independents will see them perform very impressively. However, once you try fighting human players the regular giants will perform horribly, as a human player will use troops with either enough strength to punch through the armor of the giants and kill them in enough hits, or high defense units that the giants will be unable to hit effectively (or some other type of counter). Basically, while seeming pretty great initially, all of these giants fare pretty terribly against even mildly incompetent players and play the role of expensive meat shields at best. We will only recruit these guys in total desperation.
Next we have the sacred, capitol-only unit (i.e. recruitable only in the capitol).
This is the signature unit for Nifelheim and the reason for many major bless strategies over the course of the existence of the game, as well as (I think) the single most expensive unit in the whole game. These giants have good armor, massive HP and damage, and are constantly surrounded by icy winds that freeze other troops to death. Add in a simple regeneration bless and they are simply unkillable to normal troops. However they are still vulnerable to specialist giant killers – hordes of cheap dudes with big mauls or such; they have vulnerability to fire with is a big problem if you face the fairly common fire maigc; and if the enemy is cold resistant their singular attack simply doesn’t kill things very fast, even if it does one-shot humans.
They also have Ice power and cold protection which means that they gain stats and protection in cold, but they lose them by the same amount in heat, so they become much weaker if you go into warmer (enemy) lands. Combine this with their prohibitive price and they are, in my opinion, somewhat of a trap.
They are good in defensive battles and can definitely help you fend off an early rush if you're fighting in your own cold lands, and adding in a few to your armies to provide cold aura is great if you’re not fighting in heat (which reduces the effectiveness of the cold aura), but otherwise they won’t see all that much use. They are also famous enough in the minds of players that they will always consider them a threat even if we don’t actually build them, and since their resource cost is pretty low we can happily pump out a few quite quickly if we want to actually use them to counter something we notice is vulnerable. But overall, we mostly won’t be using these guys.
That brings us to the other capitol-only unit, the Skinshifter.
(I'm using a different unit database for this screenshot since the game won't readily show you the second form ingame, where the previous screenshots were taken).
Now these guys are great! They are not scared, but they are much cheaper than the Nifel giants, have good stats, and most importantly have a powerful second form. Not only is the second form a cool and strong werewolf with two attacks, having a second form means that they have over 80 HP total (more than a Nifel giant!) and that their interaction with many spells is improved – for instance, luck (75% chance to resist killing blow) will work on them twice, once for each form. They also have natural regeneration in both forms, which makes them extremely durable and (to a point) eliminates the issues with giant troops described above. They can’t really kill their gold value in human infantry; 6-7 of these guys will kill likely kill a single one of them:
(this is extremely basic human infantry)
But in a battle line when they face only about 3 humans at a time they can hold up just fine against a square of troops that are normally a problem to giants, i.e. the guys with big mauls or high defense, just by way of the Skinshifter's natural regeneration and massive HP from the two forms, that allows them to outlast the human fighters.
Skinshifters are resource cheap and will be our mainstay during the early game, i.e. what we’ll use to expand and to fight early offensive wars. If we are forced on the defensive and fighting in our cold dominion we’ll certainly make a few Nifel Giants, but these guys will be our main troops up to the midgame. In the midgame they will still participate in providing a battle line in our armies, but we will be primarily relying on mages by that point.
So let’s look at the mages!
Well, first the boring commander dudes:
From left to right: a mediocre leader and fighter that’s holy.
A good leader and decent fighter with H1 (holy 1) magic that can bless others and himself.
And a mediocre leader and fighter with H2 who can cast sermon of courage on others in addition to blessing.
They have stats similar to the Jotun Huskarl troop above (a bit better), and we'll need a few to lead troops and cast Blessing.
All of these can be used as thugs in a pinch, but we have better choices. Still, slap some gear you have laying around on them and they can easily retake a province from raiders, say, as long as there’s not too much PD.
To quickly clarify for people unfamiliar with the game: a "thug" in Dominions is a commander with additional forged gear and/or spells buffs that is made extra strong in this way to fulfill a specific role, usually raiding enemy provinces (i.e. cost-efficiently fighting against province defense), countering enemy thugs, or simply doing damage as part of a bigger army.
A "Super Combatant" or SC on the other hand is a massively strong single commander with a bunch of extra gear and spells who can kill whole (unprepared) armies on their own.
Moving on, we have the scouts of Nifel who deserve mention:
Unlike most scouts who are horribly weak and simply stealthy, well, scouts, these dudes are giants with decent stats and stealth, and holy to boot. Give them a Black Heart blood item and they can be pretty good assassins, especially now that you can bless them with the flask of holy water as well (instead of only with a shroud, using precious astral gems).
Then we have the Gyga.
This is an amazing mage, adept at all sorcery paths. These gals let you cast all kinds of horrible spells in combat, are excellent in communion, and are pretty strong themselves and won’t die to stray arrows like human mages. They are kinda on the expensive side, but totally worth the price. This will be our main caster mage, and in addition to forging and sitesearching duties they will generally go into communion and spam skeletons and the various strong battlefield stuff from the sorcery paths.
Then there’s the other signature Nifelheim unit, the Nifel Jarl.
Now this guy is brutal, and quite possible the best recruitable SC in the game (maybe not any more now that LA Phlegra has been introduced). He has everything a SC needs and excellent paths for the job, including enough death to cast Soul Vortex, a spell that drains life from everything around him. He’s also our only potential source of air magic.
Unfortunately, he shares all the weaknesses of the Nifel Giants: weakness to fire and low killing power (only one attack) if his cold aura is neutered by cold resist or heat scale. He can of course offset that with items with FR (fire resist) and AoE damage. However, he’s still massively expensive and notably weaker in heat scales due to ice power reducing his stats based on the heat level of the province.
While he has a role to play, I’ll mostly be using the final mage available to Nifelheim for thugging, the wonderful Skratti:
Now these guys are amazing. Decent water/blood mages in normal form, their strongest feature is that they can transform to giant werewolves that lose one in all magic paths but still retain at least Water 1 and Blood 1 (second image). The werewolves have great stats, an additional bite attack, and natural regeneration.
As thugs they need way way less gear to be effective than the Nifel Jarl above while being much cheaper. If you give them a bunch of good gear they can still beat unprepared armies, and even with extremely basic gear they can still do massive damage due to their extra attack and the ability to cast quickness on themselves, doubling the number of attacks they make in a round (Jarls can do this as well, of course, but they cost more than double as much and need more gear). These werewolf dudes will be my main army component in this game, and the lynchpin of my strategy.
Instead of doing damage by casting spells, our mages will transform into giant quickened regenerating werewolves and bite and slash the enemy directly. One of these dudes is definitely comparable in damage output to the same cost in most other mages, and he also has a massive hp pool and regeneration. Instead of bringing 10 mages to cast spells from the backline, we’ll bring 10 werewolves to bite the enemy’s heads off.
The abovementioned Gygas will do the various buffs and enchantments in big battles as well as supporting our front line by spamming skeletons, but the Skratti have a role here as well. Since Skratti have blood magic, they can become communion slaves with the Gygas being communion masters. A communion transfers spell fatigue from masters to slaves and gives the master a magic path boost depending on the number of communion slaves. Normally, this transfer of fatigue can kill slaves very easily (and pretty much assuredly in long battles), but the Skratti with their regeneration can sustain a crazy number of communion masters without dying. With human mages you probably want about equal numbers of masters and slaves in a communion to prevent your slaves from rapidly dying, whereas two regenerating Skratti slaves can sustain 10-12 Gygas indefinitely.
Man, I love Skratti.
Anyway, we’ll get into more detail for all of these strategies as the LP advances and we actually start using them. But if you want more explanation now, either of the basics if you are unfamiliar with the game or the details of my strategy so you can tell me how stupid it is if you are a veteran, don’t hesitate to ask.
Next time, we’ll discuss our pretender design. See ya then!
EDTI: Sorry the images are so huge, I'm new to this LP shit. I'll try and see if I can do it a bit better for the next update
Last edited: