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February 9th, 2006, 04:51 PM
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Second Lieutenant
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Join Date: Feb 2004
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Re: SC\'s vs Thugs
Quote:
Boron said:
There are some exeptions. Illithids can luck e.g. with their paralyze mind blow, Jotuns can also be lucky and kill a SC.
Then there are some troops with alternative attacks, like web+poison from the machaka spiders.
Ulm arlabests can also luck, pythium hydras maybe too.
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I was wondering when someone would mention those exceptions. I hadn't thought of Machaka's spiders, though, nor about national troops with magic weapons and high attack. Nice catch.
However, I do disagree on the point of the hydras. And a true SC should always have either the protection or the Air Shield to survive an army of unenchanted crossbowmen, even on a bad day.
As for the 100 black knights, most SCs would have some combination of fear, Breath of Winter, Soul Vortex, etherealness, Mirror Image, Mistform etc to survive melee combat with a few of them, and chase or kill off the rest before they can use their lances.
Still, "most SCs" is not "all SCs", and I'm willing to grant that a few of the combat monsters I'd term "SCs" would still be taken down by large amounts of higher-end national troops, unless specially kitted to counter knights/jotuns/spiders/whatever. Point taken.
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February 9th, 2006, 08:41 PM
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General
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Join Date: Nov 2000
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Re: SC\'s vs Thugs
Quote:
Vicious Love said:
Still, "most SCs" is not "all SCs", and I'm willing to grant that a few of the combat monsters I'd term "SCs" would still be taken down by large amounts of higher-end national troops, unless specially kitted to counter knights/jotuns/spiders/whatever. Point taken.
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I've seen about 30 of my centaur warriors take down an air queen with jade armour and a wraith sword, so it's certainly possible, though perhaps unlikely. Of course, centaur warriors are one of the top national troops, so that's not really representative of the human nations.
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February 10th, 2006, 09:32 AM
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Lieutenant General
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Join Date: May 2004
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Re: SC\'s vs Thugs
Quote:
Vicious Love said:
...
However, I do disagree on the point of the hydras. And a true SC should always have either the protection or the Air Shield to survive an army of unenchanted crossbowmen, even on a bad day.
...
Still, "most SCs" is not "all SCs", and I'm willing to grant that a few of the combat monsters I'd term "SCs" would still be taken down by large amounts of higher-end national troops, unless specially kitted to counter knights/jotuns/spiders/whatever. Point taken.
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First i didn't want to sound know-it-all, i hope you didn't get this intention from my post  .
I am personally no big fan of SCs. Problem is that you never can't design your SC to survive all possible threats.
If you give your SC e.g. an Airshield this takes away 1 important misc slot.
I said Arlabests, not X-bows  . An Arlabest does 17 ap damage, a X-bow only 10.
So even with a robe of invulnerability the Arlabest should do some damage.
But what's more important and that makes me normally rather dislike SCs: The enemy will also have mage support or thugs.
If the enemy has a combination of high damage troops and anti-SC mages you can't protect vs. everything.
I am not talking about high end Mages atm but rather about average ones. If your MR is low there is e.g. paralyze.
Then there are several good elemental attacks like incinerate or lightning bolt or thunderstrike.
If your SC is undead dust to dust is dangerous.
Also some spammers of phantasmal warriors, false horrors, ghost wolves or skellis probably can't defeat an enemy SC but at least stall him till the 50 turn limit. If the SC has encumberance they can maybe even kill him.
That's all just weak stuff though.
If you take Ctis e.g. they can skelspam, relief, drain life, and bane fire with their cheap 180 gold Sauros.
That's very tough for an enemy SC.
Then if your SC has astral magic he might get mind duelled etc. .
So you have to try to design your SCs in a way that they are both good vs. mages and troops. Because SCs have a mobility advantage and can get support too they are still good but vs. humans SCs can rarely Solo, only in the early stages of the game (QMs infamous SC pretenders!).
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February 10th, 2006, 12:24 PM
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Major
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Join Date: Sep 2005
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Re: SC\'s vs Thugs
Does CB increase damage of arbalests? Last I looked they did 13ap damage.
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February 10th, 2006, 03:05 PM
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Lieutenant General
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Join Date: Dec 2003
Location: Alaska
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Re: SC\'s vs Thugs
Quote:
Folket said:
Does CB increase damage of arbalests? Last I looked they did 13ap damage.
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Yes, they are now 17 damage.
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February 10th, 2006, 03:08 PM
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Colonel
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Re: SC\'s vs Thugs
im guessing its to make up for the lack of speed? next you'll be telling me smiths come with e2 AND f1
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February 10th, 2006, 04:32 PM
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Major
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Re: SC\'s vs Thugs
Quote:
shovah said:
im guessing its to make up for the lack of speed? next you'll be telling me smiths come with e2 AND f1
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It is relatively easy to look at the mod file itself, in a text editor, and see the changes for yourself. I believe the Readme file is still not updated from 5.0 (maybe I could do this in my "free" time...)
There is no need to be smart-***; if you don't like the mods, don't use them and don't play in multiplayer games that do. If changes concern you, look them up.
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February 10th, 2006, 04:57 PM
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First Lieutenant
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Join Date: Feb 2005
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Re: SC\'s vs Thugs
Quote:
There is definatley a line that keeps units, no matter how they are equipped, from performing in the SC role. Thats basically what I was trying to determine. If you have that, you can basically quickly look at a unit and determine if it could be deployed and utilized as a SC would.
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This game has too much variety to have rules that easy. It depends on what you can equip, what magic you can cast, and most importantly, what armies you are facing.
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February 10th, 2006, 06:05 PM
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Colonel
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Join Date: Aug 2005
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Re: SC\'s vs Thugs
Quote:
Morkilus said:
Quote:
shovah said:
im guessing its to make up for the lack of speed? next you'll be telling me smiths come with e2 AND f1
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It is relatively easy to look at the mod file itself, in a text editor, and see the changes for yourself. I believe the Readme file is still not updated from 5.0 (maybe I could do this in my "free" time...)
There is no need to be smart-***; if you don't like the mods, don't use them and don't play in multiplayer games that do. If changes concern you, look them up.
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its called a joke
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February 10th, 2006, 12:28 PM
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Second Lieutenant
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Join Date: Jan 2004
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Re: SC\'s vs Thugs
From a lot of responces, an SC is not dertmined by the mob, but by the effects it has either natural or with equipment, or for the effects it CAN have via buffs?
But on the other hand, from the other threads, certain mobs are always going to be classified as Thugs, such as Banelords, no matter how they are equipped.
Out of all the possible units in the game, there must be a huge list of units that will "never be SC's", a small list that "Could be SC's", and an even smaller list that "Will always be considered an SC".
One person mentioned the 3 stats (Prot/Attack/Def). Is that where that line is drawn, at statistical markers? Does Hitpoints play a factor at all? Are there certain effects that must be present?
PS. I looked at most of the threads on the subject, but no one really defined where the line is drawn. I'm more trying to determine what column to put the various units in.
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