Thread: Battle scripts
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Old March 4th, 2004, 10:55 AM

CharonJr CharonJr is offline
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Default Re: Battle scripts

Quote:
Originally posted by Amiller:
Thanks for the inital responses. A follow up question to better clairfy my weakness. Can some of you experts give me some examples of what five commands you give to your spell casters in battle. I have seen clues in the various forums for specific strategies against Ermor. I havn't really gotten the hand of what orders to give say an astrial mage and the like.

Again thanks for the help.
I my R'lyeh AAR all my 4S astral mage are set to cast "Quickness" (needs 1 water skill which all of my squiddies do posses) in order to enable them to cast 2 spells each turn, followed by "4x Enslave Mind" to make the enemies fight among themself (well, vs my mind slaves actually ) followed up by "Cast Spells".

This is neting me some decent units sometimes while slowing the enemies advance to give my mages/mindbLasting squids (ranged troops in general) more time to do some harm before the enemy (or at least all of them) get into close combat range.

Often they will route before being able to engage any of my troops.

3S astral mages could use 4x Soul Slay instead of the Enslaves.

Just 2 examples, depending on your mages/researched paths there a TONS of possible strategies.

One more - Fighters who are able to cast spells:

I got me a nice Cyclops form a Tartarian Gate in my AAR and Gift of Reasoned him (turning him into a commander). Due to his 200+ HPs and decent skills he can be easily turned into a SC (super combatant) by giving him some items. But even without items due his his 4E magic skill he would be a very good fighter. He is scripted to cast "Invulnerability" (raises protection to 30) and "Summon Earth Power" (+1E, and more importantly reduces fatigue by 4 each turn IIRC) followed by the order to "attack closest".

CharonJr
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