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November 17th, 2009, 03:35 PM
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BANNED USER
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Join Date: May 2004
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Re: Sauromatia: Lawful Evil
Dead nations get +1. Sauromatia gets horsemen, where most only get longdead.
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November 17th, 2009, 03:46 PM
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Private
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Re: Sauromatia: Lawful Evil
I'm not sure what you mean by +1. For instance as ea mictlan an undead h3 does not raise longdead horsemen, nor does an undead h4.
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November 17th, 2009, 03:50 PM
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Re: Sauromatia: Lawful Evil
There's a specific tag that will let a nation reanimate horseman. Therefore, it seems likely that only a few select nations have the ability.
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November 17th, 2009, 03:51 PM
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Re: Sauromatia: Lawful Evil
As for equipping the gorgon.....
Try a bear claw talisman. Boots of the behemoth. You could additionally add a halberd of might. If you want to go crazy... berserker pelt. Mix in B4+.
Why?
As mentioned, you should have 33 strength. Which means each of those 5 snakes are doing around 28 damge x 5. With a halberd attack. And petrification. And each of those snakes do poison damage secondary.
Not many things can take 178 damage + 5 x (strong poison) + 6 petrification saves.
Now berserker pelt is dfinitely controversial. But it has one redeeming value... you will never route from morale purposes. If you are going to consistenly use her behind enemy lines you should consider the tradeoff.
You can also equip her pretty well before that. Hide shields, thorn staffs, vine shields....are all great before you get to con -4
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November 17th, 2009, 05:11 PM
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Second Lieutenant
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Re: Sauromatia: Lawful Evil
Quote:
Originally Posted by chrispedersen
Now berserker pelt is definitely controversial. But it has one redeeming value... you will never route from morale purposes. If you are going to consistenly use her behind enemy lines you should consider the tradeoff.
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Pretenders already can't fail morale checks, like if they are subject to fear effects or against awe.
Berserkers, however, stay even beyond the auto-route on turn 50 or when your side falls below 25% of its starting hp.
Instead of the Fenris Pelt I would suggest the Flesh Eater axe. The weapon by itself is great, with 14 damage and a Chest Wound secondary effect, and the Berserking bonus is also larger, +3 to +0. The item is also more accesible and very cheap, at a cost of 5 blood slaves.
The axe also allows you to cast spells (berserker pelt causes you to berserk as soon as you enter the battle), being able to use a better armor is also totally worth it.
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November 17th, 2009, 07:18 PM
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Re: Sauromatia: Lawful Evil
Quote:
Originally Posted by Redeyes
Quote:
Originally Posted by chrispedersen
Now berserker pelt is definitely controversial. But it has one redeeming value... you will never route from morale purposes. If you are going to consistenly use her behind enemy lines you should consider the tradeoff.
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Pretenders already can't fail morale checks, like if they are subject to fear effects or against awe.
Berserkers, however, stay even beyond the auto-route on turn 50 or when your side falls below 25% of its starting hp.
Instead of the Fenris Pelt I would suggest the Flesh Eater axe. The weapon by itself is great, with 14 damage and a Chest Wound secondary effect, and the Berserking bonus is also larger, +3 to +0. The item is also more accesible and very cheap, at a cost of 5 blood slaves.
The axe also allows you to cast spells (berserker pelt causes you to berserk as soon as you enter the battle), being able to use a better armor is also totally worth it.
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Yah, I was imprecise in my wording. My point was that if you choose a berserking option you will stay.
As for the flesh eater - I have no problems with the selection. A lot depends on gems available, and forge paths.
I was giving a build which used items you don't commonly see and which maximized strength to maximize the strength damage.
In reality, I would probably only advocate a hide shield and a bear claw. And by the time those were obsolete I'd retire her as an sc...
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November 17th, 2009, 08:52 PM
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Second Lieutenant
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Re: Sauromatia: Lawful Evil
Quote:
Originally Posted by chrispedersen
Yah, I was imprecise in my wording. My point was that if you choose a berserking option you will stay.
As for the flesh eater - I have no problems with the selection. A lot depends on gems available, and forge paths.
I was giving a build which used items you don't commonly see and which maximized strength to maximize the strength damage.
In reality, I would probably only advocate a hide shield and a bear claw. And by the time those were obsolete I'd retire her as an sc...
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Oh yeah, I absolutely agree with the minimalist view to gearing. A SC chassi should be made to deal with normal troops first, with extra gear (like elemental or magic resistance) to counter the specialized enemies you'll encounter.
Bumping the Gorgon's Strength is a great way to utilize the powerful snake hair, as is somehow obtaining Quickness. Works extra great against enemy Thugs.
I just wanted to extrapolate on how berserking actually works with my earlier post, I am certain you know excactly how it functions being a veteran but I didn't want anyone new to be mislead.
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