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Re: Sphinx Killin Tips
Thats because a small spelling error, try this and shouldn't have any problems.
http://www.ascensiongames.com/ |
Re: Sphinx Killin Tips
How about mandragoras? They'd get him to 200 fatigue in a round or two and they should be immune to paralyze. 200 fatigue gives a great chance to pierce armor. I'm not sure they'd be able to do enough damage by themselves (but maybe they can) so you might want to back them with some mages amd archers.
Mandragoras are one of my favorite units in the game. Those sleep vines are great. |
Re: Sphinx Killin Tips
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Also: are you aware that it's possible as of the latest patch to speed up the battle viewing? 'f' makes things move faster, and 'n' skips to the next round. Between those two, you should be able to get to viewing the late battle rounds without too much delay. |
Re: Sphinx Killin Tips
you can speed up replay now? Exceeelleeent.....
Mandragora's huh... sounds good. On a sleep vinte note, i recently started a game with a carrion dragon pretender because he looked pretty nifty. What i failed to note was that despite his giant wings he CANNOT fly. Strange. |
Re: Sphinx Killin Tips
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Re: Sphinx Killin Tips
When it comes to Sphinx killing, a personal favourite is the quickened Son of Niefel equipped with 2 dusk daggers: aprox 120 protection negating damage per combat round. http://forum.shrapnelgames.com/images/icons/icon10.gif
edit-maths [ April 23, 2004, 16:14: Message edited by: Wendigo ] |
Re: Sphinx Killin Tips
I once took down a Personal Luck'ed, Ethereal (forgot how he got it) Sphinx inside a castle. I ended up losing about 2/3 of my forces, but since tower fire can berserk some einheres, they didn't route when everyone else did. They were so tired they ended up attacking once every two turns.
So, to recap, dual weapon soldiers are good if you have no alternatives. I'm talking Falchioneers, Einheres, and Centaur cataphracts, to a lesser extent. When it's inside a fort of some sort, berserkers are almost essential. |
Re: Sphinx Killin Tips
Gate Cleaver, armor-negating axe dishing out damage with about 30 points of weapon damage added to the strength... As Caelum you might be able to give few Storm Generals Gate Cleavers and maybe amulets of antimagic. Most other nations don't have access to flyer commanders able to use weapons, but if the Sphinx is you only problem even an independant Knight Commander can dish out some damage until paralyzed...
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Re: Sphinx Killin Tips
Oh, and if you have a 3E/1S caster, you can always try Gifts from Heaven. It's not too precise, but with quickness you can toss six meteors a turn at 150 pts each. http://forum.shrapnelgames.com/images/icons/icon12.gif 900 points in one turn would wipe the smile off the face of even a Sphinx.
Granted, a 3E caster is probably better used casting Weapons of Sharpness so even your regular troops get the AP flag, while an astral mage could go for Astral Weapon then start swinging if he's buff enough. |
Re: Sphinx Killin Tips
True. But can the Dracolich fly? I'm at work and i've never used a Dracolich, but if memory serves me right then they can. Its something of a convention in fantasy that undead things with wings can fly through innate magical abilities or whatnot. I'm not saying its a problem that needs to be fixed, i just failed to look closely enough and was surprised when he couldnt in fact, fly.
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