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  #1  
Old December 15th, 2003, 05:55 PM
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ywl ywl is offline
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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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