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If you have set yourself on fire, do not run.
Does anyone know if being on fire has an adverse effect on morale? Are burning troops more likely to flee?
-Ubercat |
Re: If you have set yourself on fire, do not run.
Not directly, but after a couple of rounds they'll drop below the 80% hit point mark, and if they keep burning that counts as "heavy damage" so they'll make a morale check every round.
-Max |
Re: If you have set yourself on fire, do not run.
They're too smart to run. Every half-wit knows running while on fire is the worse thing you can do ! It just supplies more oxygen and the fire gets worse.
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Re: If you have set yourself on fire, do not run.
That's right. The best thing to do if one is on fire is stand still. Or ideally, engage someone in melee combat.
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Re: If you have set yourself on fire, do not run.
Heh. Llamabeast made me laugh.
-Max |
Re: If you have set yourself on fire, do not run.
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Jazzepi |
Re: If you have set yourself on fire, do not run.
Or perhaps make weapons that give off glows? For example, a Construction 0 requires F1 weapon with really bad stats "Torch". It could give off a radius of light.
Would be nice, cause unless I'm clueless there isn't really a counter for darkness. |
Re: If you have set yourself on fire, do not run.
Solar brilliance negates darkness.
Otherwise there is no counter. Consider the darkness magical, not just an abscense of light, if you want a reason fires doesn't help http://forum.shrapnelgames.com/images/smilies/happy.gif. |
Re: If you have set yourself on fire, do not run.
I was joking really.
Jazzepi |
Re: If you have set yourself on fire, do not run.
Solar brilliance negates Darkness? Now, that's really nice to know.
-Max |
Re: If you have set yourself on fire, do not run.
Yeah, I didn't know that either. Good thing to know, that.
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Re: If you have set yourself on fire, do not run.
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Jazzepi |
Re: If you have set yourself on fire, do not run.
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Though I suppose that won't help if the mage has left the battlefield. Kristoffer, is that by design? If a mage leaves, his battlefield enchantment still stays up? |
Re: If you have set yourself on fire, do not run.
Yeah, I noticed that in someone else's thread, and I tested it with Solar Brilliance. It definitely works. You can run a battlefield AoE mage off after they cast an enchantment and there's no way to end it.
One of my thoughts was to make a two man army for a game where I was LA Ry'leh. One would be a SC golem that the undead player would be unable to kill, etheral, lucky, really high protection, no fatigue, high MR. Lots of defensive items and auras. The second would be a caster with high enough astral to cast solar brilliance and then run away next turn. It's 500 fatigue at 5, 250 at 6, 125 at 7th, half of that at 8th. So you'd need at least A7 + 6 astral gems (casting cost + 1 to reduce fatigue). Had I thought of it sooner it would have been awesome. Can you imagine two guys taking out 1500-2000 undead units by themselves? Jazzepi |
Re: If you have set yourself on fire, do not run.
That would be cool. You could also use an S5 and a couple of communion slaves, or an S4 with Ritual of Returning pre-cast and stoneskin boots and 6 pearls.
My experience has been that it's relatively easy to *survive* against armies of 1000+ units because not all of them can get into the fight at once, and it's relatively hard to *kill* armies of 1000+ units. Eventually they rout and 900 of them get away. Aegis works okay for wiping them out, and Antimagic + Astral Tempest or Soul Drain seem like a good combo, too. (Or Flame Storm, Wrathful Skies, etc.) Right now I'm pretty enamored of Plague as an army-killer because once you get it going it spreads quickly and almost everybody catches it, no matter what their MR. Even the ones that rout disappear into little puffs of blood as they're falling off the map. Your other alternative is to play strategic games to cut off the provinces the routing 900 could retreat into. That works pretty well, too. -Max |
Re: If you have set yourself on fire, do not run.
Are you saying thet battlefield ench doesn't end if the mage leaves?
Feels like it should end. Probably something for Edi to put on the buglist. |
Re: If you have set yourself on fire, do not run.
I tested this and confirmed it. When casting solar brilliance and then retreating from the battlefield the enchantment stays up indefinitely.
Jazzepi |
Re: If you have set yourself on fire, do not run.
Wow, thats really great to know. I thought no spell actually countered any battlefield enchantment. In particular I would also like to know:
Does the blinding effect of Solar Brilliance still happen if Darkness is also in play? Or do the two just negate each other? Additionally, are there other counters to existing battlefield spells? For example: Rain vs. Firestorm? |
Re: If you have set yourself on fire, do not run.
Solar brilliance is stronger. It negates darkness.
I'm not aware of other counters. Rain sounds like a possible candidate, but I don't it is. |
Re: If you have set yourself on fire, do not run.
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