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Re: VQ Counters - NO Debates
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[ May 05, 2004, 18:51: Message edited by: Norfleet ] |
Re: VQ Counters - NO Debates
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as far as counters, other than trying to mimick the VQ formula itself, I take Marignon w/ a Baphomet F9 S9 blessing, and create hordes of flaming fate-twisted flagellants. that works, but is not exactly generally applicable. </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">I said lifeless not longdead units. You know, clayman, crushers, wights and such who have a significant number of HP and good attack. VQ defense is not very great and these units will penetrate it often enough to make a difference. Bunch of crappy longdead are not good to handle any SC. A nation with good death magic and gem income has a variety of summons to choose to counter VQ. Shades are another good and cheap way to get her. Cheap summons with magical weapons and boots of flying should do the job. Being stealthy allows them to surprise attack VQ or hunt her down without her knowing where the danger is. Basically any SC with boots of flying can kill her. |
Re: VQ Counters - NO Debates
Wights are a bit late, aren't they? Unless there's an earlier Wight summons than Legion of Wights?
Perhaps Weapons of Sharpness should grant the 'magic' flag, unless it already does. |
Re: VQ Counters - NO Debates
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... </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">It can be part of a combination of counter-tactics. If it sticks, the VQ becomes rather less effective. It's also a Fire-1 spell which isn't terribly hard to reach (and a certain nation starts with the spell pre-researched and has cheap Fire-1 mages). If you do have cheap fire-1 mages (and there is at least one random site which provides these), then it may be a pretty cheap thing to try. Same thinking on the missile weapons - ya they may miss or be resisted, but they are cheap to produce and use. Curse is of course also a good idea, since the VQ will probably have to be fought more than once. The "dominion switch" trap I think sounds like a good technique, too. I'm not sure it does, but it seems like it should. I seem to recall some months ago, someone with an immortal griping about attacking a province with their dominion, only to die and find that fluctuations in dominion had caused their dominion to leave. Also, all other strategic actions I know of seem to occur before combat. So, I think attracting VQ's to areas in their dominion, where you have a bunch of priests preaching (and whatever else you may have - Black Priests, Inquisitors, blood sacrifice, Skeptics, false idols...) to remove her dominion just before she arrives. VQ-slayers move in on the same turn (and perhaps the living non-priest bait moves out). PvK |
Re: VQ Counters - NO Debates
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And/or Revive Bane - same requirements, but 8 death gems for an even better unit which is a leader with full slots. Early stuff, and looks pretty cheap and threatenning to VQ's, to me. Undead, no fatigue, no soul to vortex, almost no fear, immune to cold, magic weapon to ignore etherealness, nice combat skills and armor. It just gets better at somewhat higher levels too - bane lords, spectres, and eventually... well, I think some of the level-7 conjuration summons look scarier than a VQ. Wraith Lord has very similar abilities, but is also a bad-*** fighter. At that point, one can match or better the VQ for 40 death gems. You need to survive to Conj-7 though. PvK [ May 05, 2004, 20:42: Message edited by: PvK ] |
Re: VQ Counters - NO Debates
Wights are one of my favorite units anyway, especially with Jotenhiem. That, or just go with Ice Devils (Blood 5? BBBWWW) and you get your own SC. Two or Three of those with winged boots. Quickness and go. I basicly shoot for them anyways, might as well use them against the VQ.
As for your own SC? Put the Wight Blades away and get some Herald Lances Give someone a Totem Shield. Eye Shields will blind her. The Harvest Blade (artifact, BBBN hits automaticaly) will take off her legs, while Picus's Axe of Rulership (artifact, DDE) will do the same for her arms. Something I haven't tried but probably isn't a bad idea... Angelic host summons 5 angels, all with flambeaus. They fly too. Not sure if FR negates flambeau damage or just the holy pyre, but this might work. Lastly, if you are in the real lategame any naked VQ won't stand a chance against a few iron dragons. Of course she'll be back next turn, but I never said there weren't counters. |
Re: VQ Counters - NO Debates
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The fact that it's magic movement, means all you have to do is know where she is. However, I haven't used them much... so I'm not sure how powerful it is... I remember not being terribly impressed, but then I didn't use them to fight undead... and it costs 50 Astral, which is little much to chain cast. |
Re: VQ Counters - NO Debates
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Re: VQ Counters - NO Debates
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1) The Archangel leaders are Lvl 4 Priests 2) Angels fly (no chance for VQ buffing) 3) They are equiped with a magic weapon that does (13+13)x3 AP damage to undead 4) You can summon them to any province 5) The spell uses magic movement, so unless she uses teleport or something, you know that you will catch her 6) They stick around after the battle I would guess that knowing where the VQ is, you could say: cast it 3 times in one turn(3 Priests and 18 angels) on that province, and come away with 0 casualties and a temporarily dead VQ. If she had chaff with her, that would be problematic, as you can't give the angels orders ahead of time... And I'm not sure how well it would work with a fully decked out VQ... but the only real defense I see, would be a (heh) high defense... which isn't that easy for a VQ. AND you need several Astral 5 mages, 50 Astral gems for each casting, as well as Conj 7... Is there something I'm missing? What's the fatal flaw? [ May 05, 2004, 22:49: Message edited by: AhhhFresh ] |
Re: VQ Counters - NO Debates
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Furthermore, I have my doubts as to if the strategy works. Maybe I'll test it out and see. |
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