|
|
|
|
 |
|

November 10th, 2006, 11:58 AM
|
|
Corporal
|
|
Join Date: Nov 2006
Posts: 119
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Indy commanders with magic items
When commanders rout into a dead end (die after routing), are their items gone for good?
And isn't that the case every time an independent commander routs?
|

November 10th, 2006, 12:17 PM
|
|
General
|
|
Join Date: Apr 2005
Posts: 3,327
Thanks: 4
Thanked 133 Times in 117 Posts
|
|
Re: Indy commanders with magic items
Yeah, they have to actually be killed on the field.
If they get away, you don't get their stuff.
|

November 10th, 2006, 12:31 PM
|
|
Private
|
|
Join Date: Jan 2004
Posts: 49
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Indy commanders with magic items
Hardest one I have run into so far was a lich, wearing a crown I've never seen before that let him create mummies.
I wasted so many troops on him just to try and get that crown for myself ><
|

November 10th, 2006, 01:23 PM
|
 |
Shrapnel Fanatic
|
|
Join Date: Oct 2003
Location: Vacaville, CA, USA
Posts: 13,736
Thanks: 341
Thanked 479 Times in 326 Posts
|
|
Re: Indy commanders with magic items
For some reason I always thought that it made a difference that you had commanders near them when they died. I havent tested it, it just seemed that combat commanders that charged in had better results than the ones that stayed behind. Or maybe I just wanted it to work that way.
Anyway, I often had mounted commanders or flying commanders set to attack rear when I knew there was a magic item I wanted.
__________________
-- DISCLAIMER:
This game is NOT suitable for students, interns, apprentices, or anyone else who is expected to pass tests on a regular basis. Do not think about strategies while operating heavy machinery. Before beginning this game make arrangements for someone to check on you daily. If you find that your game has continued for more than 36 hours straight then you should consult a physician immediately (Do NOT show him the game!)
|

November 10th, 2006, 01:58 PM
|
|
Brigadier General
|
|
Join Date: Oct 2006
Location: Northern Ireland
Posts: 1,923
Thanks: 2
Thanked 5 Times in 5 Posts
|
|
Re: Indy commanders with magic items
I dont think being near them helps but flying/mounted units have a better chance of catching and killing them before they flee the battle. As endo said if you see a province with devils it probably has a soul contract so, if you plan on evert taking it do it asap (on bigger maps ive had to fight indys with 100+ devils)
|

November 10th, 2006, 02:30 PM
|
|
General
|
|
Join Date: May 2004
Location: Seattle, WA
Posts: 3,011
Thanks: 0
Thanked 45 Times in 35 Posts
|
|
Re: Indy commanders with magic items
Quote:
freykin said:
Hardest one I have run into so far was a lich, wearing a crown I've never seen before that let him create mummies.
|
That is probably Amon Hotep, an artifact crown.
|

November 10th, 2006, 03:03 PM
|
 |
Major General
|
|
Join Date: Aug 2000
Location: Mountain View, CA
Posts: 2,162
Thanks: 2
Thanked 4 Times in 4 Posts
|
|
Re: Indy commanders with magic items
Nah. It's Katafagus the Lich, and his crown is named after him. Amon Hotep is nicer, at least for a mage (MR -and- Invulnerability in a head slot -- saves body slot for rainbow armor, robe of shadows, Calius, souls, what have you, robe of the archmage if you're feeling lucky  ).
Those Cyclops... that hammer was the Hammer of the Cyclops, and it's unique -- but there IS a unique forgeable 2-hd hammer with the same forge bonus. No, you don't get free forging if you give both hammers to a Nataraja mage.
__________________
Are we insane yet? Are we insane yet? Aiiieeeeee...
|

November 10th, 2006, 03:09 PM
|
 |
Major General
|
|
Join Date: Aug 2000
Location: Mountain View, CA
Posts: 2,162
Thanks: 2
Thanked 4 Times in 4 Posts
|
|
Re: Indy commanders with magic items
Alternate path: use Charm. Preserves their commander status, and therefore their inventory... so long as they survive the battle. Not the longest range and you need to beat the MR check, of course.
__________________
Are we insane yet? Are we insane yet? Aiiieeeeee...
|

November 10th, 2006, 03:16 PM
|
|
Brigadier General
|
|
Join Date: Oct 2006
Location: Northern Ireland
Posts: 1,923
Thanks: 2
Thanked 5 Times in 5 Posts
|
|
Re: Indy commanders with magic items
and you need to kill any pesky troops in the way without them routing...
|

November 11th, 2006, 03:06 PM
|
 |
Second Lieutenant
|
|
Join Date: Sep 2005
Location: North Carolina, USA
Posts: 403
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Indy commanders with magic items
Quote:
Taqwus said:
Those Cyclops... that hammer was the Hammer of the Cyclops, and it's unique -- but there IS a unique forgeable 2-hd hammer with the same forge bonus. No, you don't get free forging if you give both hammers to a Nataraja mage.
|
You should. The chance of that happening is so rare and epic, indeed, it would make sense. I think someone who manages to get a Nataraja, and Hammer of the Cyclops and a
Hammer of the Forge Lords altogether deserves a unit that can create free items every turn. It's not like it would guarantee a win; it's just the same as a supplemental gem income. In fact, it's not economically different than having both items and giving them to two separate commanders except that it would allow you to craft things when you have no gems.
=$=
__________________
|
| Thread Tools |
|
|
| Display Modes |
Hybrid Mode
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|