Dominions 3: The Awakening/Units/SC

General
Super-Combatants or SC's are exceptionally strong units that act as one man army. In most cases gifted with lots of hitpoints, big size, good magic equipment and lot of magic buffs or resistances, an SC can take weak defended provinces alone or annihilate smaller armies. Building and outfitting SC's is a very popular occupation of many Dominions players. An unequipped potential SC is called an SC chassis, and each nation has access to at least a few, either by normal recruiting or more likely by summons.

It is also an important skill to learn as a new Dominions player. Getting a feeling for how strong certain SC are, and how to outfit and deal with them is important. In single player it is not that important but, it gets more so in multiplayer games. It is also important to learn that not all SC's should wade into battle unsupported. A good way to learn a basic understanding about SC's is to play Niefelheim, a nation which has easy access to a SC chassis (the Niefel Jarl). Experiment with different bless strategies, and different equipment and see how this all works together and learn that unsupported SC's can be killed.

Practical Examples

 * Wraith Lord: available to any nation able to cast the Conj D4 Summon Wraith Lord ritual, this commander can self-buff the spell Soul Vortex (Alt 6) in battle before attacking, which sucks up hp from nearby (living) enemies. Minimum kit would be outfitting it with a Horror Helmet to increase its Fear effect and Boots of Quickness for extra movement speed and attack. It evokes Fear, generates a Cold Aura, is Cold Immune, Poison Immune, is Ethereal, has 0 Encumbrance (ie. never tires from combat) and if it dies in friendly domain its Immortality causes it to be resurrected.


 * Wyrm: this a pretender chassis available to most nations that can very easily be designed as an SC available on turn 1. Take at least 4-6 levels of Nature magic (which increases the effectiveness of the Wyrm's intrinsic Regeneration skill) and a Dominion of 6 or more (preferably 9 or 10 for the Awe bonus) which will dramatically increase the Wyrm's total hp in strong friendly dominion. Increasing Regeneration also decreases the chance of gaining Afflictions in combat. Push your dominion into enemy territory, then attack. The idea is to regenerate faster than the enemy can inflict damage. Eventually the Wyrm can be outfitted with 2 Horror Helmets, an Amulet of Resilience and can self-buff Barkskin or have your national mages add other protective spells.