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Re: On the effective early use of Pretenders in combat
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However I find that I can forge the armor with alchemy about the same time that I get quickness/stoneskin. And then I am ready to go, and you protection is near 30. That makes it quite difficult for indeps to do any damage at all. Quote:
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Re: On the effective early use of Pretenders in combat
Huzurdaddi - you mentioned a reluctance to taking Astral on an SC, probably due to Mind Duel...but I think you might reconsider and stick Astral 5 on a Wyrm. Talk about an SC! Research up to Astral Shield and let him rip through the indies. It's really amazing...
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Re: On the effective early use of Pretenders in combat
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Apart from the threat of battles, I have not tried it, but I assume i sucks big time to be mind-dueled to death in an assassination attempt by a R'lyeh Star Child. http://forum.shrapnelgames.com/images/icons/icon10.gif |
Re: On the effective early use of Pretenders in combat
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It might be possible to do it a turn faster by alchemizing your astral income to fire gems... but it's probably not worth it, since you're gonna need those when you get to Construction 2. Quote:
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With scales of: 3 Order, -3 Sloth, 3 Magic Dominion:4 0 Point Kelp Fortress The dominion is quite low for an SC, which is why I like the 88 base hp... so I can fight outside it... and just build temples and cheap indie priests... and I make an assasin or scout my prophet, to extend dominion ahead of my Void Lord. The castle is not much of a weakness, as resources are largely irrelevant to R'lyeh... and you actually end up with a mausoleum if you beuild a fortress above the waves, so it's like a free 40 points. Quote:
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Though, if they don't slap some armor or her or learn to cast stoneskin, they are going to be disappointed. EDIT: Magic for Void Lord pretender was off. [ March 30, 2004, 19:37: Message edited by: AhhhFresh ] |
Re: On the effective early use of Pretenders in combat
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It may be unlikely, but it does happen if you get attacked by enough troops, even if you are ethereal, lucky, and have exceptionally high defense and protection. |
Re: On the effective early use of Pretenders in combat
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It may be unlikely, but it does happen if you get attacked by enough troops, even if you are ethereal, lucky, and have exceptionally high defense and protection. </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">You forgot the regeneration, which lowers the chances further, right? I'm sure it can happen... but I like my odds with 3 attacks per round, plus quickness, plus breath of winter, plus astral shield, plus fear +10... I'm pretty confident that the attackers that aren't dead, frozen, paralyzed, or running away: can't hit or hurt him. I guess I'm "reckless". http://forum.shrapnelgames.com/images/icons/icon12.gif And anyway, that's partially what the nature is for... either Gift of Health or a Fairy Queen mid game. |
Re: On the effective early use of Pretenders in combat
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Re: On the effective early use of Pretenders in combat
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Of course you need some screen of troops and this isn't answer for all -strategy, but if you're looking for an artillery support from the start, the darts are an option. With fire9 as an added bonus: flaming weapons bless effect. I'm quite uneasy trying to thug my way with expensive units (dying, wounding, etc) and found that one approach a bit more forgiving than a melee pretender when I had to quickly come up with something for a MP game few months back. |
Re: On the effective early use of Pretenders in combat
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And the Void Lord can't go blind, so he's at least immune to that particular ticket to the SC retirement home. http://forum.shrapnelgames.com/images/icons/icon10.gif |
Re: On the effective early use of Pretenders in combat
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However after reading how Zen is so afraid of astral on SC's I decided I should try something else. Quote:
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leech whenever I use these all I see is them raining everywhere but on the enemy http://forum.shrapnelgames.com/images/icons/icon7.gif Quote:
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Anyway to summarize what we have so far: The VQ is an excellent combat pretender by turn 3 (if ulm) or turn 5 for many other races. She can fly which gives strategic options. However she is not the most uber of all pretenders in 1v1 combat. The Void Lord is an excellent combat pretender who takes about 7 turns to take off (if you research hard). He also requires pretty harsh scales to be truely excellent (due to cost of magic paths) however he will obliterate any independent, and will do well in 1v1 combat later in the game. Anymore good SC's to add? With accompaning magic paths, items, and turn by which he/she becomes Ub3r. [ March 31, 2004, 01:52: Message edited by: Huzurdaddi ] |
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