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A new series where I do my best to give my first impressions on how I would recommend playing some of the nations of Dominion 6. A lot has changed and I hope my perspective as a Dominions 5 veteran helps you get started! Do note I have not actually played a full multiplayer game as many of these as the game has only come out recently. I may redo some of these videos with more practical experience and information in the future. 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 pretender screen mod 00:00 Summary 00:21 Units 00:54 Commanders 02:23 Summons 03:18 Roster Gameplan 03:57 Spell Recommendations 05:58 Pretender Design (Bless) 06:15 Pretender Design (Scales) 06:38 Pretender Design (Bless) 07:13 EarlyGame 08:08 MidGame 8:57 LateGame 09:54 Gladiators 10:17 Outro Here are my written notes if that helps too LA Pythium Summary: Late Roman Empire with a powerful army and weak, but diverse mages. Strong focus on poison and can organize undisciplined forces into formations. Unit Summary 5 distinct groups Red shield are well equip local militia with low map move Green shield are elites with high map move cheap, emergency one time use gladiators poison resistant human sacreds hydras Commander Summary Great leadership, foreign recruit, but no shields (except heavily armored tribuni) 2cp sacred assassin with armored piercing death poison dagger Renata for W2, Renatus for D2. Serpent Priest is only 2CP and is the premier foul vapor caster Theurg is for air magic Foreign recruit mages Epoptes/mystes for E/G paths. Mystes are only 1cp reveler can random blood Helidromus are F2, or F3N2 with a special ritual. Summons Summary Lar not as useful as other ages. Orgy for cheap seducers / maenad summoners Non-National Swamp Drake Combined Roster Summary Tough and strategically mobile line infantry that can work closely together with undisciplined recruits or summons. Thrive while fighting in poison clouds while the enemy suffers. Basic strategy would be defensive buffs, especially poison resistance, on the line infantry. Then using undisciplined units as shock troops, and adding undead as poison resistant auxiliaries ultimately to grind down the enemy. Spell Recommendations Gift of the Sacred Swamp Foul Vapors Moss Body Barkskin Swarm/Nest of Asps/Salamanders Body Ethereal Gift of Formlessness Horde of Skeletons Communion M/S Howl Summon Earthpower Pretender Design A lot of freedom to choose paths for pretender. Almost any design is effective, full scales, full bless, research oriented, expander. Etc. Gameplay (Early) Regardless if choosing to use hydras, avoid mixing them with mundane troops early on. Without gift of the sacred swamp you risk losing your expansion to friendly poison. Very strong starting army, spam comitatense for high map movement effective infantry. Foreign recruit leaders Use Assassins versus cavalry provinces. Many unforted labs can produce a significant amount of mages, foreign recruit armies to defend the infrastructure. (Midgame) Mix strong defensive buffs on infantry, who should now be mixed with hydras for poison clouds. -- Place the hydras further back so they can wade into combat after your legionaries. Sitesearch all paths in preparation for lategame. Creatively use tight reign to mix undisciplined summons, or local recruits like barbarians/bone tribe. (Late) Focus on your magic diversity by drilling deep into whatever path you found the most gems for. Break into blood. Foul vapors in every single army, even if they have poison resistance. Continue using hydras and green shield troops, try and avoid cataphracts when MR checks are involved. There was a lot of freedom on your pretender design, hopefully it had a late game plan.