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June 15th, 2005, 12:37 PM
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First Lieutenant
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Join Date: Feb 2005
Posts: 693
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Re: Slugfest 3 (open)
Want to reveal your strategy? I guess lots of gold could be used for lots of strategies. But say compared to going with an sc pretender? (I bet TC wouldn't benefit much from a rainbow pretender  )
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June 15th, 2005, 01:10 PM
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Major
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Join Date: Jul 2004
Location: Alexandria, VA
Posts: 1,019
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Re: Slugfest 3 (open)
I took the Father of Serpents with E4D4N4. His job was searching using the missing schools from my Fire/Air/Water/Astral prophet CM. Also the three level 4 schools gave a minor bless to my red guards, celestial summons, and mages. That part worked splendidly in that I found 21 sites in 7 provinces searching 1124244040 (missing blood and unholy) with only my astral-random prophet plus God. Of course, waste is supposed to have a 20% site bonus, and when added to the 75% game setting, this seems right to me based on my numerous sites.
I took income scales (order, growth and only heat 1 sloth 1) for high gold. In my test games after about 10 turns, I was able to recruit a CM every turn plus some red guards & archers, and still build 450 gold castles every other turn. I testing mostly on Inland, which was a huge mistake in retrospect. Had I noticed the preponderance of wastelands and the many starting spots with too few neighbors on Ringworld, I would have made a different pretender. If I had known I was starting next to a VQ, I would have taken the Fire 9 bless and quickly destroyed her with my Celestial Soldiers and Red Guards. But I had taken F9 bless in one of my recent games and wanted to try something different.
In the actual game, I suffered from a serious lack of income. Also, my drain 1 scale meant I was in dire need of a library, but I never found one.
I did discover that TC without magic research is pretty darn bad! Though TC may be weak regardless...
For sure, I will know a lot more about how to play TC next time!
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June 15th, 2005, 02:20 PM
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Lieutenant General
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Join Date: May 2004
Location: Bavaria , Germany
Posts: 2,643
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Re: Slugfest 3 (open)
Quote:
The Panther said:
If I had known I was starting next to a VQ, I would have taken the Fire 9 bless and quickly destroyed her with my Celestial Soldiers and Red Guards. But I had taken F9 bless in one of my recent games and wanted to try something different.
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That doesn't work. I only need to script her for casting fire resistence and voila your flaming weapons are totally useless  .
20 protection and useless flaming weapons makes her still unkillable by almost any troop. Some black hawks to attack her while buffing would probably work though.
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June 15th, 2005, 02:38 PM
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Major
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Join Date: Jul 2004
Location: Alexandria, VA
Posts: 1,019
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Re: Slugfest 3 (open)
I recall that the 8 AP damage from the F9 bless is NOT a fire attack but it is normal Armor Piercing (not negating, right?) damage. On top of the 8 AP damage, there is an additional flame attack that sets targets on fire which IS useless against fire-immune troops.
As for the hawks, I intended to do that but my lab burned down in my capitol on the very move I was going to use it against you. It would not have worked anyway because you brought along a lot of carrion troops which the low-morale hawks almost surely would have attacked on the way to the rear.
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June 15th, 2005, 03:21 PM
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Lieutenant General
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Join Date: May 2004
Location: Bavaria , Germany
Posts: 2,643
Thanks: 1
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Re: Slugfest 3 (open)
Quote:
The Panther said:
I recall that the 8 AP damage from the F9 bless is NOT a fire attack but it is normal Armor Piercing (not negating, right?) damage. On top of the 8 AP damage, there is an additional flame attack that sets targets on fire which IS useless against fire-immune troops.
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Afaik 100% fire resistence protects you totally from flaming weapons. I might be wrong though.
It is very hard to test because 20 protection is still 10 protection when halfed, so it is still tough to overcome it with the 8 AP. But this way you can't easily tell if you just got wounded by a good OE dice roll or by the flaming weapons.
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