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January 15th, 2004, 06:35 AM
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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?
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January 15th, 2004, 06:37 AM
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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?
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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.
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January 15th, 2004, 06:40 AM
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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!
Army setup screen - a button on the right or "t" key (that's in the manual, too  )
hope this is helpful
A.
[ January 15, 2004, 04:42: Message edited by: Arralen ]
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As for AI the most effective work around to this problem so far is to simply use an American instead, they tend to put up a bit more of a fight than your average Artificial Idiot.
... James McGuigan on rec.games.computer.stars somewhen back in 1998 ...
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January 16th, 2004, 01:04 PM
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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…
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January 16th, 2004, 06:14 PM
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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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January 16th, 2004, 08:21 PM
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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 ]
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