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  #1  
Old December 13th, 2003, 07:25 PM
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Graeme Dice Graeme Dice is offline
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Default Re: overpowered satyrs

Quote:
Originally posted by Caseus:
Jokes aside, the satyr didn't kill my golem. And the golem had no fatigue. Barrier prevents him from being affected by the Unquenched Sword.
Was it a Satyr Reveler? If it's berserk then it won't rout even after the rest of the army has gone.
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  #2  
Old December 13th, 2003, 08:22 PM

LordArioch LordArioch is offline
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Default Re: overpowered satyrs

That could be it actually, there's a turn limit at which the attacker is forced to retreat, and a couple turns afterwards all attacking units are killed if they haven't left yet. Golem's dont retreat under these circumstances, but just die. I lost some perfectly good snake bladder stick + Golem combos to this, and I'd bet it's what happened to you.
Next time give him some winged boots. If its a astral golem he can just teleport anyway with +1 astral starshine skullcap, so you dont need the boots. And the lightning bolts arent really needed with that lumbering monstrosity with the unquenched sword.
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  #3  
Old December 14th, 2003, 12:50 PM

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Default Re: overpowered satyrs

I didn't count exactly but I recreated your experiance using a golem (to see if it was inherently a golem) and the equipment provided (interesting) and placed a variety of units on that same command structure as well as having a caster chain fatigue himself out without troops.

Someone with some paitence could try to find the exact limit with testing phases, easiest way to do this is to have an army on 1 side with 1 Master of the Dead, 1 other Commander with "Hold, Hold, Hold, Hold, Hold, Retreat" with 1 unit on guard commander and one on the other side with 1 Priest.

Set them as far apart as possible.

Only research 1 level in Enchantment and as many in construction that you can get some protection items (You don't want these panzies to die)

Put a decent reinvigoration item, or 2 on the Master of the Dead so he can cast every turn without getting in the hole with fatigue. (You can use any mage that can cast undead; but don't research and watch out for national spells they will taint the test)

Set the orders of the Master of the Dead to "Raise Skeleton, Raise Skeleton, Raise Skeleton, Raise Skeleton, Cast Spells" and the Priest to "Banishment, Banishment, Banishment, Banishment, Banishment, Cast Spells"

First turn the Priest will cast Blessing because he can't banish but from that point on they will just stand there, the Master of the Dead summoning and the priest (with protection items) banishing them.

Start counting the rounds after the "other commander" retreats.

Or what would be great would be for someone who knows to post it
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Old December 14th, 2003, 04:55 PM

Caseus Caseus is offline
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Default Re: overpowered satyrs

I have an example for those who want it. My email address is caseus_lot@hotmail.com.


The golem's fatigue was at 95, he was trying to hunt down the Last unit who was not retreating (fatigue was > 100, maybe he couldn't), and I got the message "the armies of Vanheim have been routed".

Gotta be a time limit.
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Old December 14th, 2003, 05:25 PM

Caseus Caseus is offline
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Default Re: overpowered satyrs

The boots are for strategic movement and the helm is to maximize casualties.

The strategy is this: every turn the golem teleports to the largest concentration of enemy troops. He starts at the far left of the battlefield. The enemy charges in while the Unquenched Sword works its magic and the Spirit Helm fires away. When the troops retreat, the SH continues to chew them up. Because the golem is at the far left, the enemy has longer to go to retreat, thus more casualties.

He worked amazingly well in Dom1. I could routinely get 100 kills a turn with him. If he gets nasty afflictions, I just summon another golem, transfer the items and keep going.

With Dom2, I'm going to have to park him near the front of the battlefield since some troops don't seem to retreat.


Caseus
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Old December 15th, 2003, 05:55 PM
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Default Re: overpowered satyrs

Quote:
Originally posted by Caseus:
The boots are for strategic movement and the helm is to maximize casualties.

The strategy is this: every turn the golem teleports to the largest concentration of enemy troops. He starts at the far left of the battlefield. The enemy charges in while the Unquenched Sword works its magic and the Spirit Helm fires away. When the troops retreat, the SH continues to chew them up. Because the golem is at the far left, the enemy has longer to go to retreat, thus more casualties.

He worked amazingly well in Dom1. I could routinely get 100 kills a turn with him. If he gets nasty afflictions, I just summon another golem, transfer the items and keep going.

With Dom2, I'm going to have to park him near the front of the battlefield since some troops don't seem to retreat.


Caseus
That's what the much hated Magic Duel is for - to kill these Golems.
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Old December 15th, 2003, 11:50 PM

HJ HJ is offline
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Default Re: overpowered satyrs

Quote:
Originally posted by Caseus:
I have an example for those who want it. My email address is caseus_lot@hotmail.com.


The golem's fatigue was at 95, he was trying to hunt down the Last unit who was not retreating (fatigue was > 100, maybe he couldn't), and I got the message "the armies of Vanheim have been routed".

Gotta be a time limit.
Yes. The satyr couldn't retreat because unquenched sword's "heat from hell" kept on raising his fatigue, hence keeping him unconscious and unable to flee the field, yet it didn't raise it enough to make him die (him having low enc and all). I think the defender automatically wins upon timeout (at least that's what happened in a battle when all that was left were paralyzed units due to expolding elder thing).
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