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Old October 18th, 2004, 04:30 PM

Tuna Tuna is offline
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Default Re: The Setup

Quote:
Huzurdaddi said:
I find he can not drive around the map with impunity as can the GK. However he can start taking indeps on turn-2 which is nice. How do you script him? What weapons do you give him? What do you find he can take?
I usually play with indie strenght 7.

He plays a little different than GK-style early sc's: While GK's try not to be hit, Cyclops gets hit but just doesn't care. 30 prot and decent hitpoints mean that he is totally indifferent about the presence of crossbows, bows, swords, spears, etc. The very rarely do any damage at all; when they do, they usually just do one, and as chance of picking up afflictions depend on the damage done/max hitpoints, he almost never picks up afflictions. To answer this question properly I ran 5 test games to turn 30, and when I took unneccessary risks (lances with no equip), his HP's went down well below halfway, but he never picked up a single affliction. Also, fatigue is his worst enemy: When it gets high, there is a chance of armor negating attacks, and that is bad. Very bad. Luckily, he has so low innate encumberance that it doesn't really matter all that much.

On turn 1, research const. leave scout home. Hire theurg.

On turn 2, if I border indies with nothing better than militia, archers and light infrantry, I send him take that province. Just stand very close to the frontline and attack closest. Also hire one theurg and infrantry.

Ideally, there is another similar province next to my capital and third that borders the first one and the second one. On turn 3, hire another theurg, attack the third province with god, forge 2 enchanted swords.

Water swords would provide +2 def, but that is not really all that important as the god isn't relying on def to do his defending, and it would lower att which means longer battles, more fatigue. Water sword and enchanted shield is another possibility, but that not only increases his encumberance to 3, it also halves the speed he attacks enemies, and that can potentially be bad, and the +1 prot he gets from it doesn't really help at all.

Turn 4, attack the second easy province near capital, sneak the scout with the swords to the same province.

Turn 5, equip him and after that he can pretty much take on almost any indies without problems. Except ofc lizardmen and woodsmen blowpipes (they have fatigue attack, correct?). Later, send him flying boots, the ethereal robe and amulet of luck with a scout and he is very potent early sc. Also make him cast summon earthpower for the fatique reduction.

(edit) Oh, by the way, once you have researched some alteration, add both ironskin and stoneskin in his queue. This adds +5 prot, and after that he is pretty much invulnerable to normal troops. (/edit)
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