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Defending starspawn in the gate
Ok, this may be a stupid question, but...
I keep reading about people guarding thier starspawn with 4 krackens, or 3 of this , or 4 of that, but if i asiign troops to my starspawn, when something comes through the gate and attacks him, hes all alone on the battlefield, What am I doing wrong? |
Re: Defending starspawn in the gate
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Re: Defending starspawn in the gate
Set those troops battle orders to "guard commander".
Check manual p.13 ff and p.20 (8.4.8) - it works like an assassination attack. You know, it's true: RTFM! http://forum.shrapnelgames.com/images/icons/icon10.gif Army setup screen - a button on the right or "t" key (that's in the manual, too http://forum.shrapnelgames.com/images/icons/icon12.gif ) hope this is helpful A. [ January 15, 2004, 04:42: Message edited by: Arralen ] |
Re: Defending starspawn in the gate
As a side note, I personally believe in using the ring of the body guard and beefing up the personal security. It has been established that I am the most unlucky player of this game, so you may now want to listen to me. However, I have not seen the incredible fighting power of the lone priest with no magic items that some people report! Giving this guy ten units, even the immobile ones you summon occasionally, buys him time and fighting power. Throw in some magic items and you protect the one unit that can summon some big units to fight for you.
But as I say, I am Mr. Unlucky, so you can probably get away with less… |
Re: Defending starspawn in the gate
...whereas if you're feeling fairly lucky, you might well get way with Ritual of Returning (well, once you reach Ench 5; astral-2 so many starspawn will need help) + scripted Returning (Thaug 1, 2 astral, req 2 astral pearls) and dispense with the guards altogether. The Ritual of Returning will help if your starspawn gets feebleminded AND attacked in the same attempt.
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Re: Defending starspawn in the gate
Yeah, I've had the most luck with defending my Gate Starspawns with all the immobile junk I summon from the Void. Anything that doesn't leave with an army that turn stays with the harvester and protects him from Void critters.
Be careful not to defend the Starspawn harvester with only illithids or units that rely on mind bLast to kill; many of the void critters are mindless and therefore immune to these attacks. [ January 16, 2004, 18:22: Message edited by: Potatoman ] |
Re: Defending starspawn in the gate
Regarding luck, during an wackily long single-player game as R'lyeh, I got my first and only Void Gate summoner to 60+ summoning skill without guards; just the use of Returning and Ritual of Return to keep him safe, and Gift of Health to erase afflictions (once lost an eye to a Greater Otherness, once or twice feebleminded by a partly-successful summons). Luck +3, Poger's 'Luck' mod as the only mod in use.
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Re: Defending starspawn in the gate
Hi,
Those items that provide extra beings help too. I had a successful spawn (L22, didn't die for the course of the game once he replaced my first guy) and I gave him that pact item that gives you imps and a full kit of choice items, like Charcoal Shield. I didn't realize that you could use Guard Commander like this, I thought units always entered sites alone, reguardless of bodyguards. It also helped that he had some death magic, so he'd cast some summons, creating more fodder. Ciao, V'ger gone |
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