Hi,
I’ve really enjoyed catching up with and following this thread over the last 3-4 weeks, but I haven’t joined in much yet as I’m new to QT3. However, I’m a bit disturbed by the semi-consensus that’s building up here, as it does’t match my experience of Dom2, and people are starting to advocate “solutions” that to me sound like they would really damage the game.
It’s being repeatedly stated as a given that any Dom2 end-game is a contest between summoned SCs. But that hasn’t been my esperience. The only MP game I’ve won was as Arco, where right to the end I fought with armies consisting of Hoplites, Heart Companions, Hypaspists, Elephants, and Vine Ogres. All my SCs were of a fourth category that Nick Walter didn’t cover; the THUG who is powerful enough to add real punch to a conventional army, but not survivable enough to fight on his own (Firbolgs, Banelords, lightly-equipped Golems mostly). The force-multipliers in that game were the national mages who couldn’t win battles on their own, but who enabled armies to win battles.
In another game that’s reached endgame, I’m playing Ermor and finding it quite possible to kill top-of-the-line SCs (Demonlords, Arch-Devils, Heliophagi, Air Queens, Water Queens) with national troops and national mages plus some judicious summons. Or there’s my third game that’s reached that stage, where as Jotunheim I’ve gone much more down the SC route; but the SCs are nearly all national units; well-equipped Niefel Jarls, including a couple who have been brought back from retirement as Mummys.
It’s not possible to make an SC who’s safe from every attack. If they rely on lifedrain they can always been mobbied and fatigued out by the lifeless. They will always be vulnerable to at least one element. Many of them are magical creatures or undead, both of which come with built-in vulnerabilities. High MR only helps against spells that check against MR, and even then the “open die-roll” system used in the game ensures that any spell cast repeatedly will eventually get through - so cheap low-level spells like Paralyse can effectively kill monstrously expensive SCs. Yes, you can build RYWILLs to beat BALUTs, but it’s nowhere near your only option.
Want some more? Blind the SC, and knock his attack and defense to zero; a life-draining weapon doesn’t help him if he never hits. Curse him, and it’s suddenly much easier to hurt him. He’s got Protection over 30, so destroy his armour. If he’s undead, several Wither Bones should really hurt. If he’s magical, Opposition can destroy him outright.
Anyone who relies on SCs alone - especially cookie-cutter SCs all of the same design - should be ripe for defeat. Even before you build a counter to his SCs, you can build small armies optimised to beat any reasonable PD but not much more. With equal resources, he doesn’t have enough SCs to destroy them all, so how does he avoid being overrun? Once you’ve counterred and killed a couple of the SCs, what does he do then? Every move he makes involves risking an incredibly high-value unit, which is really going to cramp his operational decision-making.
Some of this discussion is ultimately about taste and style, and therefore can’t necessarily be resolved by debate. Several here have expressed a preference for a different Dom2 that is mostly about national armies fighting epic fantasy battles. I can see the aesthetic attraction of that, but I can’t help thinking that it would become just another wargame. For me, the attraction and enjoyment of DomII is the incredible depth and strategic complexity, and I think a large part of that arises from the wide range of tools the player has available to them. You can use large armies, powerful magics, huge summoned creatures or a combination of them all to conquer your enemy. It’s the range of these combinations, and the number of counters, that make this game special. Of course, they’re also what make the game hard to learn, and frustrating to play when things go wrong.
Mark