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A Dominions 6 guide to MA Phlegra and other nations It is built on theory, experience, and quick testing. If you have other ideas or suggestions on playing the nation, please write them in the comments below for others to see and discuss! Shoutout to Sturm for creating the viewable summons at the pretender screen mod Here are also some discord guides from ExasperatedCultist, a fantastic dom6 theory crafter. Thugging 101: / discord Okay, Pretenders!: / discord Fort Placement: / discord 00:00 Summary 00:32 Units 01:38 Commanders 03:55 Minigame 04:52 Summons 06:11 National Item 06:27 Spell Recommendations 07:35 Pretender Design 09:40 Gameplay Strategy Here are my written notes if that helps too MA Phlegra Summary: Tyrannical giants cursed and deformed for their hubris against the gods, and their kingdom of enslaved humans. Human taskmaster mages enforce and expand the slavery. The nation focuses on masses of pitiable humans, magical slavery, and giants powerful enough to take on armies by themselves. Unit Summary Come in three flavors Enslaved humans -- good at dying and flaming arrows Cheap Cyclops -- High damage gold sink Limited, but powerful Gigantes -- beasts Commander Summary Not the best leaders, rely on taskmaster Flimsy, but cheap shackled mages & oppressors to lead them High health cyclops mage Priestly fanboys Consistently good mages Two different super combatants from the capital. Tyrant -- Super Combatant / Super Caster -- Enslave Axe Helotes Cyclops to forge, and occassionally magic phase. -- Worth empowering A2 cyclops to A3 for air helmet & draconians Staff of Elemental Mastery Minigame F3 Cyclops - Fire Helmet W1 Cyclops - Water Bracelet W1 Cyclops + Bracelet - Robe of the Sea F2W1 Cyclops + Fire Helmet, Water Bracelet, Robe of the sea = Staff of Elemental Mastery A2 Cyclops + Staff += Air Helmet = Horn of Storms Summons Summary Spartae are fantastic. Ker can break you into blood Lampads provide astral magic Hounds of Twilight are best boys Khalkatoros is okay Non-National Summon - Scorpion Beast Fire Drake Black Hawk Green Lions Draconians National Item Oppressors Headband -- autocommunion item Spell Recommendations (10) Ignite Arrows+ Strength of Giants+ Fireball Magma Eruption Invulnerability Soul Vortex Phoenix Pyre Rain of Stones Acid Storm Fire Storm Pretender Design The nation needs gold, gems and research. (growth, luck, magic) -- No need for rec points and resources -- No real need for bless Telkhine -- Provides foul vapors access -- Can get very high air/water/earth magic. Mother of Monsters -- Provides lategame sorceries -- rehabilitate maimed tyrants & tartarians Great Archon -- Provides excellent research bonus -- Adds high astral to communions -- Can transmute 10 fire gems into 700g Gameplay (Early) Expand with Gigante Warriors and archers Don't forget Gigante's need to be lead by cyclopes. A second or third fort will be necessary on a province near the capital to shelter all the unrest causing tyrants, use cyclopes to feed them. Forge items with the cyclope smiths, consider trade with other players. Armies of cyclopes backed by fire arrow archers, and potentially tyrants casting evocations can be strong. Alternatively, can enslave axe warriors instead of recruiting archers. (Midgame) The nation is CP and gold restricted, so spam forts. You'll need them for the limited gigante and for many shackled mages Each fort should be recruiting 2 gigantes per turn, setup a logistics chain of giants if needed Focus on super combatants during this time, as they will be at their strongest. Most gems should go to spells and items instead of summons on this nation, but greenlions and hounds of twilight are still good. Prioritizing alteration and construction Expand toward astral and nature if possible, you'll need these paths later. (lizard shamans!) Decide early if pursuing blood via ker's, or astral via lampads (Late) Become more careful with lone supercombatants, start using groups or armies to assist them. Prepare armies supported by powerful turn 1 spells like the various battlefield wide spells, or even long range spells like pillar of flames. Armies tend to be quite heavy investment, so be mindful of remote attacks and gembaits.