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-   -   Defending starspawn in the gate (http://forum.shrapnelgames.com/showthread.php?t=17308)

galahad74 January 15th, 2004 06:35 AM

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?

Graeme Dice January 15th, 2004 06:37 AM

Re: Defending starspawn in the gate
 
Quote:

Originally posted by galahad74:
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?

<font size="2" face="sans-serif, arial, verdana">You need to set your troops to guard commander. In this way, five bodyguards (ten with a ring of warning) will be present during the fight.

Arralen January 15th, 2004 06:40 AM

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 ]

Saxon January 16th, 2004 01:04 PM

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…

Taqwus January 16th, 2004 06:14 PM

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.

Potatoman January 16th, 2004 08:21 PM

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 ]

Taqwus January 18th, 2004 09:42 PM

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.

Vger January 19th, 2004 05:03 AM

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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