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Soapyfrog said:
Thats a lot of casters.
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Sure, but you'll have a lot by the time you start to see doom horrors around turn 60 or 70.
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Not to mention the fact that there is really no margin for error, and your mages better not decide to target something other than the doom horror.
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Mages target the units with the largest amount of hitpoints, so unless there's a pretender or abominations there, the doom horrors will be the primary target.
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How the heck will the kill it? Fatigue?
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Run it out of turns in the battle so that it retreats, but doesn't have anywhere to retreat to as you've cut off those provinces with ghost riders or other similar spells or stealth attacks.
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Doom horror has attack 23 and defence 25. 19/20 is not great by comparison.
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It's close enough that the bane lords will be probably able to bring doom horrors down for a smaller cost in resources.
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60 damage? Isn't it 2x 11+1d6 oe, +19 st, -25 for prot = 35?
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No, it's: (2*(11+19)+2d6oe) - (25+2d6oe)
I see that you corrected this later.
Bonus damage multipliers apply to both strength and weapon damage.
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IF YOU HIT because you are att 19 trying to hit def 25,
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It will hit 10% of the time assuming that there are only two units on the battlefield.
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oh and btw you will have to make your own MR check at -2 in order to avoid simply damaging yourself.
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With an AMA, the bane lord will make this check at a MR of 17. Without it will be 13. That's a chance of failure of 10% and 30% respectively.
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Tried it, didnt work. I had 8 sauromancers casting drain life at a doom horror and it did squat. Zero damage.
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If 40 castings of drain life did not kill the doom horror, and did not kill the sauromancers, then you must have had a rather large number of living troops on the battlefield. That's in the neighbourhood of 560 points of armor negating damage.