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-   -   Your Top 10 Super Combatant Builds (http://forum.shrapnelgames.com/showthread.php?t=43337)

Wrana June 24th, 2009 10:50 AM

Re: Your Top 10 Super Combatant Builds
 
Quote:

Originally Posted by Executor (Post 697538)
Interesting, although I'd leave blood summons since their numbers are limited.

Something I'd like to try, maybe I'll start a game like this soon when I have more time,
A 4 team game with no Tartarians, gem generators of any kind, AC, AN, Burden of Time, Utherdark. More ordinary and conventional warfare.
Let's see Bane lords, Spectres or Firbolgs put to a bigger use and not just a rush for the chalice and than Tartarinas like in 90% of the games.

Interesting idea. Though I think gem generators aren't THAT fearsome. And why without armor-defeating weapons (if I read you right)?

thejeff June 24th, 2009 10:56 AM

Re: Your Top 10 Super Combatant Builds
 
AC and AN are Astral Corruption and Arcane Nexus, if I read it correctly.

Gem generators (or more accurately Clams) lead to Wishes, which are the other path to tons of uber SCs.
If just you removed Tartarians, everyone who could would just try hard for giant clam factories and wish for Seraphs or whatever they wanted.

Dragar June 24th, 2009 11:15 AM

Re: Your Top 10 Super Combatant Builds
 
Getting rid of tarts and clams is great.. I'm playing in the aforementioned Bloodless game and it is really interesting planning long term with those things taken away.. you really have to think about more innovative late game tactics, and there isn't a mad research rush for artifacts - take away need for chalice for tarts or Sceptre of Dark regency to boost death hugely and the major impetus is gone. Sure there are useful things, but they aren't generally game breakers

Hopefully I survive to the end game, should be fascinating

Executor June 24th, 2009 12:00 PM

Re: Your Top 10 Super Combatant Builds
 
Gen generator are bigger game winners than Tartarians.
I just finished a game where I had 400 clams and blood stones, which led to me wishing for gems 6 times a turn, which is about 800 free gems.
That was 3 times more than what the score graphs showed.
Those 6 wishes enabled me 150 free death gems which I used to summon about 10 tartarians a turn.
Gem generators are VERY fearsome!!!

Not having clams means wishing is gonna be a lot harder, there most likely won't be any gem wishes, since you'll be saving those precious astral gems for a Seraph or Chayot or ??? something.

And as Dragar pointed out it takes away the rush for sceptre and chalice mostly, as there isn't so much a need for them than.

DonCorazon June 24th, 2009 12:29 PM

Re: Your Top 10 Super Combatant Builds
 
I agree 100% with Executor. I have the misfortune to currently be stuck in 3 (well now 2) endgames. Its sad how similar they are - clamming, blood stones, etc with all the micro that entails. I spend more time rounding up gems than I do planning battles...uggh...its just not fun.

I will only join games without gem generators going forward. I don't mind Tarts as much, since they do help nations without decent national summons and open up some fun magic path combos that allow for creative scripting. They certainly don't make anyone invincible - i just lost 2 to the AIs 800HP Kraken in one game. :( But they do give a pretty big edge to whoever gets the Chalice.

That said, the more I play, the more I realize that just finding certain sites early on can pretty much determine who wins amongst competitive players. I am starting to wonder whether no independent mages or OP sites like Steel Ovens should also be a part of a balanced game, though that would take away a lot of the fun of site searching.

chrispedersen June 24th, 2009 12:47 PM

Re: Your Top 10 Super Combatant Builds
 
Can't you set the map so no rare sites are used?

Dragar June 24th, 2009 09:27 PM

Re: Your Top 10 Super Combatant Builds
 
The only problem with killing gem generators is the earth boost of bloodstones is worth keeping. Other than that I'm all for wiping out gem generators in all games I play - they are too powerful in the end game so most successful players will use it, and everyone will spend hours and hours of boring micro. Doing so would reduce mass tart creation anyway, so there wouldn't be so much of a need to ban them too. We'll end up with a lot more variety in the end game

Aethyr June 25th, 2009 12:57 AM

Re: Your Top 10 Super Combatant Builds
 
Dragar, I agree with your previous post; getting rid of both gem generators & tarts would make for better and more interesting end-games.

Omnirizon June 25th, 2009 02:55 AM

Re: Your Top 10 Super Combatant Builds
 
Tomb Oracle

(for Raiding/PD killing)
Fire-Brand/Charcoal Shield and
Frost-Brand/Demon Whip
Dragon Helm
Copper Plate
Boots of Flying
Luck Pendant
Amulet of Antimagic
script Diving Blessing (E9N4, hopefully), Summon Earthpower, Invulnerability, attack
100% all resistances, no equipment over Const4 (so you can get these guys out quick and then focus on other schools of magic), uses a spread of gems so no bottlenecks (and especially trying to use the generally useless fire gems)

or (for SC killing)
replace Boots of Flying with Boots of Quickness
replace Amulet of Antimagic with Fire Pearl
replace weapons with something appropriate, like Flambeau for undead, ect.

Wrana July 3rd, 2009 10:12 AM

Re: Your Top 10 Super Combatant Builds
 
Quote:

Originally Posted by DonCorazon (Post 697758)
I agree 100% with Executor. I have the misfortune to currently be stuck in 3 (well now 2) endgames. Its sad how similar they are - clamming, blood stones, etc with all the micro that entails. I spend more time rounding up gems than I do planning battles...uggh...its just not fun.

I will only join games without gem generators going forward. I don't mind Tarts as much, since they do help nations without decent national summons and open up some fun magic path combos that allow for creative scripting. They certainly don't make anyone invincible - i just lost 2 to the AIs 800HP Kraken in one game. :( But they do give a pretty big edge to whoever gets the Chalice.

That said, the more I play, the more I realize that just finding certain sites early on can pretty much determine who wins amongst competitive players. I am starting to wonder whether no independent mages or OP sites like Steel Ovens should also be a part of a balanced game, though that would take away a lot of the fun of site searching.

I see. Nevertheless, Tartarians as SCs for everyone (and they ARE better than most) look quite boring to me. Micromanagement can be reduced with just the "pool" command. And this allows an access to Astral for nations which don't have it. And, as was said, Bloodstone is one of only 2 Earth boosters if we discount RoW, Elemental Staff and artifacts - which are all not everyday items. And - it's a way for MA Oceania to really do something. Actually, I think that unless you have a strong Astral nation already (and so can Wish for gems), you just never have enough gems without these items... :(

BesucherXia July 4th, 2009 03:47 AM

Re: Your Top 10 Super Combatant Builds
 
Quote:

Originally Posted by Wrana (Post 699430)
Quote:

Originally Posted by DonCorazon (Post 697758)
I agree 100% with Executor. I have the misfortune to currently be stuck in 3 (well now 2) endgames. Its sad how similar they are - clamming, blood stones, etc with all the micro that entails. I spend more time rounding up gems than I do planning battles...uggh...its just not fun.

I will only join games without gem generators going forward. I don't mind Tarts as much, since they do help nations without decent national summons and open up some fun magic path combos that allow for creative scripting. They certainly don't make anyone invincible - i just lost 2 to the AIs 800HP Kraken in one game. :( But they do give a pretty big edge to whoever gets the Chalice.

That said, the more I play, the more I realize that just finding certain sites early on can pretty much determine who wins amongst competitive players. I am starting to wonder whether no independent mages or OP sites like Steel Ovens should also be a part of a balanced game, though that would take away a lot of the fun of site searching.

I see. Nevertheless, Tartarians as SCs for everyone (and they ARE better than most) look quite boring to me. Micromanagement can be reduced with just the "pool" command. And this allows an access to Astral for nations which don't have it. And, as was said, Bloodstone is one of only 2 Earth boosters if we discount RoW, Elemental Staff and artifacts - which are all not everyday items. And - it's a way for MA Oceania to really do something. Actually, I think that unless you have a strong Astral nation already (and so can Wish for gems), you just never have enough gems without these items... :(

Pool command is far from ideal. It will remove those intended gems at the same time. And pearls are very usually equipped to cast Returning.

I once thought about a solution regarding micromanagement: let any gems generated by commander himself be immoverable. Maybe we can even make all equipped gems fixed, like those carried by mercenary. Blood slaves should always be sent to treasury directly, and you should be able to give commanders gems without a local lab.

But I suspect that can not be done without rewriting the whole game.

vfb July 4th, 2009 04:01 AM

Re: Your Top 10 Super Combatant Builds
 
That's an excellent idea for the gem generators! Then they could no longer feed into the production of the same item, or into wishes. (Maybe wishing for gems needs a nerf too, possibly crank up the cost of Wish so it's no longer economical to wish for gems.)

But if you don't allow unloading for all gems, regardless of the source, then the user can't easily undo a click error where he puts gems on the wrong guy, and you can't load gems onto scouts or different-path commanders to supply armies in the field. So I think you're right that it would be a significant change in the implementation.

Calahan July 4th, 2009 04:12 AM

Re: Your Top 10 Super Combatant Builds
 
Ah yes the Pool buttons.

Seven of them mean "please put all the gems of that type in the lab"
One of them means "please kill all my 'Returning/Vortex' scripted guys"

Executor July 4th, 2009 05:05 AM

Re: Your Top 10 Super Combatant Builds
 
I wish there was a ctrl+z command as for blood slaves to transfer gems and if you could redo the damage you've potentially done by achemising the wrong gems without redoing the whole turn.

BesucherXia July 4th, 2009 09:49 AM

Re: Your Top 10 Super Combatant Builds
 
Quote:

Originally Posted by vfb (Post 699605)
That's an excellent idea for the gem generators! Then they could no longer feed into the production of the same item, or into wishes. (Maybe wishing for gems needs a nerf too, possibly crank up the cost of Wish so it's no longer economical to wish for gems.)

But if you don't allow unloading for all gems, regardless of the source, then the user can't easily undo a click error where he puts gems on the wrong guy, and you can't load gems onto scouts or different-path commanders to supply armies in the field. So I think you're right that it would be a significant change in the implementation.

I think if we can supply commanders gems without local labs, then there is also less chance of giving gems on the wrong guys. Maybe we can even make giving gems work like purchasing PD: you can discard the gems you have newly given to commanders, but after that turn, it will be permantly fixed.

Hmm... too good dream to be real.

Wrana July 5th, 2009 11:36 AM

Re: Your Top 10 Super Combatant Builds
 
Quote:

Originally Posted by BesucherXia (Post 699604)
Pool command is far from ideal. It will remove those intended gems at the same time. And pearls are very usually equipped to cast Returning.

I once thought about a solution regarding micromanagement: let any gems generated by commander himself be immoverable. Maybe we can even make all equipped gems fixed, like those carried by mercenary. Blood slaves should always be sent to treasury directly, and you should be able to give commanders gems without a local lab.

But I suspect that can not be done without rewriting the whole game.

But! The gems for Returning are most commonly on the commanders which are deep into enemy territory. Therefore, they won't be pooled for the simple reason that these commanders aren't in labs!
And this solution is worse than useless. You equip the commander with gems he didn't generate when he needs to cast the specific spell. You equip commander with Clam/Fetish to generate gems for other commanders. Your idea will remove gems from the former, but not from latter. Making it other way around would be better, but also not ideal, as you could add or remove gem-producing item (with or without changing commander's purpose).
A possible solution could be to allow to mark commanders somehow so their gems won't be pooled - but THIS would require rewriting main files...

Wrana July 5th, 2009 11:41 AM

Re: Your Top 10 Super Combatant Builds
 
Quote:

Originally Posted by BesucherXia (Post 699640)
I think if we can supply commanders gems without local labs, then there is also less chance of giving gems on the wrong guys. Maybe we can even make giving gems work like purchasing PD: you can discard the gems you have newly given to commanders, but after that turn, it will be permantly fixed.

Hmm... too good dream to be real.

Not so much good as different from the authors' intent, I think. And this particular implememntation will require some reworking of base files without fixing the problem you had pointed on earlier...
You should also remember that there are MUCH more commanders than provinces, so it can be more resource-consuming to implement similar procedure here...

BesucherXia July 5th, 2009 01:48 PM

Re: Your Top 10 Super Combatant Builds
 
Quote:

Originally Posted by Wrana (Post 699783)
But! The gems for Returning are most commonly on the commanders which are deep into enemy territory.

I dont think so. In late game you may have groups of commanders horror marked thanks to the item effect, you suspect your opponent may launch a full scaled assassin spell campaign. And believe me you will fear AC show up at any time. Will you just use Returning to run from the battlefield in enemy territory?

Quote:

Originally Posted by Wrana (Post 699783)
You equip commander with Clam/Fetish to generate gems for other commanders. Your idea will remove gems from the former, but not from latter.

I have really missed the point that we can still pass items to storage more gems. That trick would be quite popular for Returning. Thanks for the remind.

Quote:

Originally Posted by Wrana (Post 699783)
A possible solution could be to allow to mark commanders somehow so their gems won't be pooled - but THIS would require rewriting main files...

That change would be absolutly welcomed.
We all know there is so many micromanagement issues here and there, and our beloved game is hitting its limits. After all, we are all just once awhile dreaming about a new world. Hmmm.. its time now to stop hijacking the topic.

Bwaha July 13th, 2009 06:59 PM

Re: Your Top 10 Super Combatant Builds
 
A Medusa is my first choice.

Seraphs are a close second.

Viajero December 17th, 2009 09:51 AM

Re: Your Top 10 Super Combatant Builds
 
Quote:

Originally Posted by TheDemon (Post 695417)
Rudra:
Skull Staff, Brand, Shield of Gleaming Gold
Horned Helm
Hydra Skin Armor
Boots of the Messenger
Amulet of MR

Script Blessing (you'll want at least minor earth/nature), Soul Vortex, Phoenix Pyre, hold x2, attack rear. Add Mistform or Mirror Image as necessary, and you have a whole host of other buffs available if the situation calls for one. Best deployed with one Rudra holding a Staff of Storms and S3 mages to cast Luck and Body Ethereal and a H3 divne blesser, but you can get away with less.

Alternately:
Brand, Flambeau/Gate Cleaver, Vine Shield
Skullface
Chain Mail of Displacement
Boots of the Messenger
Amulet of MR

Same script. If you deploy as purely anti-thug or anti-SC, the death booster is unnecessary since you need first strike and you'd be better served with a horned helm.


Of course these builds aren't perfect, either would be great with Rainbow Armor to defend vs Mind Hunt and the like. You'll definitely need a N minor bless in that case, and W wouldn't hurt either.

How do you summon one of these rudras? what spell?

Psycho December 17th, 2009 09:57 AM

Re: Your Top 10 Super Combatant Builds
 
They are a national spell for kailasa/bandar/patala. Or you can wish for them (but not really worth it IMO).

Viajero December 17th, 2009 10:20 AM

Re: Your Top 10 Super Combatant Builds
 
Thanks. Is there any post where we have listed all these main SC and how to summon them?

Seve82 December 20th, 2009 05:53 PM

Re: Your Top 10 Super Combatant Builds
 
Quote:

Originally Posted by MaxWilson (Post 696771)
It's also high encumbrance IIRC and low Prot. Soul Vortex is nice and all, but it's mainly an anti-chaff spell and really, there are other ways to get regen and 0 net encumbrance that don't have such a high opportunity cost. Plus, relying only on Soul Vortex is an invitation to get skelly-spammed to death.

I guess the question I should be asking is: what commanders/equipment setups do you think would benefit from Bone Armor? I could maybe see it on a Tartarian or a Cyclops because they tend to have Earth magic for Prot, don't need Ethereal, and doubled HP on a Cyclops (let alone a Tartarian) is enough to survive Gifts From the Heavens!

-Max

Bone armor gives 100% extra hp? Never tried that armor cuz soulvort alone with high prize is crappy armor.

rdonj December 20th, 2009 07:37 PM

Re: Your Top 10 Super Combatant Builds
 
Quote:

Originally Posted by Seve82 (Post 722754)
Quote:

Originally Posted by MaxWilson (Post 696771)
It's also high encumbrance IIRC and low Prot. Soul Vortex is nice and all, but it's mainly an anti-chaff spell and really, there are other ways to get regen and 0 net encumbrance that don't have such a high opportunity cost. Plus, relying only on Soul Vortex is an invitation to get skelly-spammed to death.

I guess the question I should be asking is: what commanders/equipment setups do you think would benefit from Bone Armor? I could maybe see it on a Tartarian or a Cyclops because they tend to have Earth magic for Prot, don't need Ethereal, and doubled HP on a Cyclops (let alone a Tartarian) is enough to survive Gifts From the Heavens!

-Max

Bone armor gives 100% extra hp? Never tried that armor cuz soulvort alone with high prize is crappy armor.

Ice Devils. They have high natural protection, low encumbrance and pretty high health. Should be a perfect candidate for bone armor. And if you give them just about any reinvigoration item, skelly spam shouldn't kill them.

Soul vortex will allow a commander to drain more than his max life, is how it is doubling the hp.

chrispedersen December 20th, 2009 11:35 PM

Re: Your Top 10 Super Combatant Builds
 
Troll bodyguards.

Maerlande December 21st, 2009 12:41 AM

Re: Your Top 10 Super Combatant Builds
 
Damn, neat trick Chris

I've got a game where that will be perfect.

Lingchih December 21st, 2009 04:19 AM

Re: Your Top 10 Super Combatant Builds
 
Actually , Ice Devils suck. They are the worst of the blood summons, and still cost a lot (88 slaves). they are rarely even worth the trouble.

vfb December 21st, 2009 07:22 AM

Re: Your Top 10 Super Combatant Builds
 
It's a matter of opinion. I really like them. They are only 88 slaves, they can quicken themselves, and they have great stats. And you only need level 6 in research to summon them. Now that you're not making clams any more, spend 5W gems on Wolven Winter, targeting the province you're moving into, and put that Cold Power to work.

FAJ December 21st, 2009 08:41 AM

Re: Your Top 10 Super Combatant Builds
 
What is the best build for an Ice devil? I tend to summon them when I get impatient for the Devils/Heliophagii, but I have never been impressed with them. Are they a worthwhile thug/SC for underwater applications?

Sombre December 21st, 2009 08:53 AM

Re: Your Top 10 Super Combatant Builds
 
Do they also get increased prot in the cold ala niefs? If not, they should.

vfb December 21st, 2009 09:02 AM

Re: Your Top 10 Super Combatant Builds
 
@Sombre: On the unit stats, it looks like Cold Power just gives + to Str, Att, Def, AP in Cold provinces. But Prot is unexpectedly higher (like Base=15, Cold3 prov, Prot=21), so I think it gets a bonus too. Cold Power 2 (Nycafor, Oriax) gives +6 Str, Att, Def, AP in Cold3. All the Ice Devils look like they get +6 Prot in Cold3, even if they only have Cold Power 1.

@FAJ: It depends on which one you get, and who you're fighting.

I just pulled up a couple of games, and I've got a bunch of Ice Devils with 3 or 4 stars (sadly they can't get heroic abilities):

MA Mict game:
Bifrons (S2W3): Fire Brand, Vine Shield, Starshine Cap, Hydra Armor, Ring of Fire, Ammy of Resilience

Cimejes (W3): Fire Brand, Vine Shield, Horror Helm. Hydra Armor, Winged Shoes, Luck Pendant, Ammy of Resilience

Marverni game:
Gaap (W2, berserks): Frost Brand, Lucky Coin, Spirit Helm, Hydra Armor, Winged Shoes, Ring of Tamed Lightning, Antimagic Ammy

MA Aby game:
Nycafor (W3, Icicle Fists): Horror Helm, Rainbow Armor, Messenger Boots, Regen Ring, Antimagic Ammy

Gregstrom December 21st, 2009 09:11 AM

Re: Your Top 10 Super Combatant Builds
 
Hint for Ice Devils: Don't use items that grant Stoneskin without thinking very carefully about the potential drawbacks.

Sombre December 21st, 2009 10:08 AM

Re: Your Top 10 Super Combatant Builds
 
Yeah there's an #iceprot value which niefs use - adds prot directly based on cold scale. I just wondered if ice demons have it - clearly they do.

vfb December 21st, 2009 10:21 AM

Re: Your Top 10 Super Combatant Builds
 
Thanks! I did not know about that. But looking on the wiki, there it is! Nycafor has +4, the rest have +3 (like a Niefel Jarl).

thejeff December 21st, 2009 10:32 AM

Re: Your Top 10 Super Combatant Builds
 
I still think the Ice Devils should have Chill up in the Neifel range. It's always seemed strange to me that the the giants should be so much colder than much more powerful supernatural cold beings.

FAJ December 21st, 2009 11:19 AM

Re: Your Top 10 Super Combatant Builds
 
Quote:

Originally Posted by Gregstrom (Post 722809)
Hint for Ice Devils: Don't use items that grant Stoneskin without thinking very carefully about the potential drawbacks.

What are the potential drawbacks?

Would using invunerability on them have the same sort of drawbacks?

In one game I am playing, I lucked into a robe of invunerability, so I just threw it on an ice devil. Would it be better placed on another blood summon SC/thug?

chrispedersen December 21st, 2009 11:27 AM

Re: Your Top 10 Super Combatant Builds
 
he's referring to the side effect of stoneskin - knocking down the cold invuln. And with a chill effect you'd be nuking yourseflf.

Now.. if they only had maintenance...

rdonj December 21st, 2009 01:30 PM

Re: Your Top 10 Super Combatant Builds
 
Quote:

Originally Posted by FAJ (Post 722831)
Quote:

Originally Posted by Gregstrom (Post 722809)
Hint for Ice Devils: Don't use items that grant Stoneskin without thinking very carefully about the potential drawbacks.

What are the potential drawbacks?

Would using invunerability on them have the same sort of drawbacks?

In one game I am playing, I lucked into a robe of invunerability, so I just threw it on an ice devil. Would it be better placed on another blood summon SC/thug?

It would be better on an arch devil or heliophagus, if your ice devils are fighting in cold. If they're not then it is at least reasonable.

The ice devil with the hell sword and the one with the frost brand can probably be left with their base weapon.

Duncan_Frost October 25th, 2010 01:32 PM

Re: Your Top 10 Super Combatant Builds
 
Any of the four-armed guys like Rudras.
Throw on both the Axes of Rulership and the Harvest Blade.
Laugh as you turn enemy SC's into limbless torsos. ;)

Question October 9th, 2011 06:28 AM

Re: Your Top 10 Super Combatant Builds
 
I tried making a niefel jarl SC early game, frost brand, vine shield, horned helmet, ethereal robe, boots of the messenger, lucky pendant, ring of regeneration.

It was pretty much impossible for the AI to kill early game, but against any decent sized army, the jarl just ran away after the first few rounds even though he was at full or almost full hp. Why? No undead/fear on the field.

Scripted him to cast quicken and mirror image too.

Knai October 9th, 2011 08:07 PM

Re: Your Top 10 Super Combatant Builds
 
Quote:

Originally Posted by Question (Post 785553)
It was pretty much impossible for the AI to kill early game, but against any decent sized army, the jarl just ran away after the first few rounds even though he was at full or almost full hp. Why? No undead/fear on the field.

Scripted him to cast quicken and mirror image too.

Did you send him out with troop support? That can lead to SC retreats. However, berserk is an easy way around that.

Question October 10th, 2011 12:29 AM

Re: Your Top 10 Super Combatant Builds
 
No, i sent him out alone. I thought SC were supposed to take on entire armies alone?

Knai October 10th, 2011 02:19 AM

Re: Your Top 10 Super Combatant Builds
 
Quote:

Originally Posted by Question (Post 785601)
No, i sent him out alone. I thought SC were supposed to take on entire armies alone?

More or less. Sometimes you send a handful of them, but at that point some of them are probably there to deal with enemy SCs. Berserk is still an easy way around retreating.

Fantomen October 10th, 2011 07:57 AM

Re: Your Top 10 Super Combatant Builds
 
My new favorite is this:

GoR:ed or possessed seige golem with stymphalian wings.
Flying, trampling, mindless (can't be mind hunted etc), fear, all resistances to boot (this is a big big deal) , 0 enc, 24 base protection (much more with the armor), turn 1 attacker (hard to counter with any mage or teleporting thug that needs a turn or more to buff)

Rest of the slots (head, feet, 2 misc) are optional depending on situation, but I generally put something that grants an extra attack (stone bird, serpent etc) to counter other large thugs. But it doesn't rally need anything but the wings to kick ***. The relative effectiveness to cost decreases with more equipment, better to field more of them instead.

The beauty is in the cheapness, as ma or la Ulm you can easily field dozens, and they can take any pd or small army.

Plus they can fly ahead of an army to break the walls of a castle. Perfect to combine with almost any battlefield effect as they are immune to most, fatigue spells, acid, all elemental damage, destruction, iron bane etc.

Then we have possessed storm demons for LA ulm, now those kick serious ***.

Soyweiser October 10th, 2011 08:21 AM

Re: Your Top 10 Super Combatant Builds
 
Of course, shatter and opposition are a nice counter for this tactic. e3 and s3. But they have low range. Your golem has only 12 mr. But it is a nice tactic. If you do not have earth or astral, it is going to be hard to beat.

Actually, because you only need to go up the constr research tree, it is a superb tactic.

Question October 10th, 2011 09:05 AM

Re: Your Top 10 Super Combatant Builds
 
But why are they retreating? They are not taking much damage, and am regenerating it anyway.

Soyweiser October 10th, 2011 10:01 AM

Re: Your Top 10 Super Combatant Builds
 
Each turn a squad under 5 men takes damage it must make a morale check. It is in the manual. Read it.

Corinthian October 10th, 2011 11:09 AM

Re: Your Top 10 Super Combatant Builds
 
Do niefel jarls have high morale? Because single units get to take morale checks every turn. Though I have never heard of a niefel jarl retreating like that before. Maybe the enemy have the dark skies global?

Question October 10th, 2011 12:14 PM

Re: Your Top 10 Super Combatant Builds
 
Well the only way for a niefel jarl to get berserk by himself is to wear the fenris/berserker pelt i think...

Soyweiser October 10th, 2011 12:23 PM

Re: Your Top 10 Super Combatant Builds
 
Or get a n9+ bless.


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