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January 19th, 2004, 03:48 AM
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Major General
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Join Date: Jan 2004
Location: twilight zone
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Re: Rise of the Machines suggestion
Quote:
Originally posted by Taqwus:
...until Pythium or other astrally powerful nation teleports in some prepared Magic Duelers before you can take advantage of the 10 movement points that turn.
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Thanks for the reminder of something I'd been overlooking: that Teleport (etc.) happen at the top of the turn before movement takes place.
Given how many powerful Starspawn mages I have (which have been doing nothing but research and item construction thus far -- turn 50 on the Orania map), that should simplify my task of chasing down the Pangean and Man units that have been annoying me of late whilst I'm distracted due to simultaneously taking out C'tis, Caelum, and Mictlan. heh Fortunately, Pan is on its Last gasp, unable to replace its losses, as Jot has been steadily munching on them while they've been busy irritating me. Now Jot has almost surrounded the Pan fort. Less work for me. And Man has decided that it's easier to chew on C'tis than on me. Life is good. 
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January 19th, 2004, 04:14 AM
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Corporal
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Join Date: Nov 2003
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Re: Rise of the Machines suggestion
Quote:
Originally posted by Taqwus:
...until Pythium or other astrally powerful nation teleports in some prepared Magic Duelers before you can take advantage of the 10 movement points that turn.
Everything dies to something.
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Hmm, unless you were teleporting your army with them, those would have to be some pretty tough mages to avoid dying in 1 round to a vastness ( what are they, 40 AP flying lifedrain mindbLast ? )
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January 19th, 2004, 06:17 AM
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General
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Join Date: Nov 2000
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Re: Rise of the Machines suggestion
Quote:
Originally posted by velk:
Hmm, unless you were teleporting your army with them, those would have to be some pretty tough mages to avoid dying in 1 round to a vastness ( what are they, 40 AP flying lifedrain mindbLast ? )
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The problem is that they won't close in and use their lifedrain in the first round if you give them fire orders, and they won't use their mindbLast if you tell them to attack. Does blood vengeance protect against instant kills like soul slay?
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January 19th, 2004, 06:18 AM
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Second Lieutenant
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Join Date: Dec 2003
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Re: Rise of the Machines suggestion
Quote:
Hmm, unless you were teleporting your army with them, those would have to be some pretty tough mages to avoid dying in 1 round to a vastness ( what are they, 40 AP flying lifedrain mindbLast ? )
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Maybe there are two of them?
I mean, I dont think the vastness have a lot of attacks, so you will probably not lose more than one mage each round.
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January 19th, 2004, 07:21 AM
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Major General
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Join Date: Jan 2004
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Re: Rise of the Machines suggestion
Quote:
Originally posted by mivayan:
I mean, I dont think the vastness have a lot of attacks, so you will probably not lose more than one mage each round.
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A Vastness has 3 mind bLasts per turn, plus the strength steal. So it can incapacitate up to 30 enemies. Which is highly unlikely unless they are weak, and the battle would be over before it could finish off that many anyway. Of course, most fodder run away long before the Vastness can incap that many.
My best one is now up to Awe +6 as its heroic ability. Takes some serious enemies to even want to engage it ... 
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January 19th, 2004, 07:26 AM
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Major General
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Re: Rise of the Machines suggestion
Quote:
Originally posted by Graeme Dice:
Does blood vengeance protect against instant kills like soul slay?
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You mean will the magic effect kick in even after the Vastness has died? Or if the Vastness survives, and thus takes no "damage", per se? Good questions! Can someone from IW answer this?
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January 19th, 2004, 05:53 PM
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General
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Join Date: Aug 2003
Location: Sweden
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Re: Rise of the Machines suggestion
My guess:
1 Soulslay cast
1.1 MR works - nothing happens
1.2 MR does not work
1.2.1 Blood vengeance works and caster dies
1.2.2 Blood vengeance does not work and vastness dies
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