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  #1  
Old December 4th, 2011, 05:11 AM

TigerBlood TigerBlood is offline
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Default Re: Blowpipe paralyze

Technically, the blowpipes do normal damage. On a hit, they will have an additional effect. Paralyzing poison occurs on a few units in addition to woodsmen.

The effect 'paralyzing poison' can be resisted with poison resistance, I believe, in the latest version of CBM. Previous versions may have handled blowpipes differently,.
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Old December 5th, 2011, 06:58 PM

ghoul31 ghoul31 is offline
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Default Re: Blowpipe paralyze

Yes they are overpowerd. Thery are super cheap and you can wipe out a whole army of SC's with them.
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Old December 5th, 2011, 08:23 PM

krpeters krpeters is offline
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Default Re: Blowpipe paralyze

Remind me not to build SCs
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Old December 5th, 2011, 08:33 PM

rdonj rdonj is offline
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Default Re: Blowpipe paralyze

No, you build SCs anyway but use them against appropriate targets.
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Old December 6th, 2011, 10:59 AM

Starbelly Geek Starbelly Geek is offline
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Default Re: Blowpipe paralyze

If you mix blowpipes in with shielded front line chaff, do opposing archers with "fire archers" target them?

Even if not, that mix set to "fire closest" can do some intriguing things to any army that's relying on mortal assault troops, especially tramplers. I think you have to arrange for the first unit in the group to have a ranged weapon (blowpipe or javelin work).

Against heavy trampler armies or thug groups, a mix of blowpipes and wolf tribe dagger dudes or indy lizards with their two attacks per round could do some damage.

I kind of like the archers that come with those provinces, too - they have a slight boost to Ranged, don't they, making them superior to Deer Tribe or equivalent indy archers?
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