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January 16th, 2004, 06:14 PM
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Major General
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Join Date: Aug 2000
Location: Mountain View, CA
Posts: 2,162
Thanks: 2
Thanked 4 Times in 4 Posts
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Re: Defending starspawn in the gate
...whereas if you're feeling fairly lucky, you might well get way with Ritual of Returning (well, once you reach Ench 5; astral-2 so many starspawn will need help) + scripted Returning (Thaug 1, 2 astral, req 2 astral pearls) and dispense with the guards altogether. The Ritual of Returning will help if your starspawn gets feebleminded AND attacked in the same attempt.
__________________
Are we insane yet? Are we insane yet? Aiiieeeeee...
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January 16th, 2004, 08:21 PM
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Sergeant
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Join Date: Sep 2003
Location: The Urban Wilderness
Posts: 258
Thanks: 0
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Re: Defending starspawn in the gate
Yeah, I've had the most luck with defending my Gate Starspawns with all the immobile junk I summon from the Void. Anything that doesn't leave with an army that turn stays with the harvester and protects him from Void critters.
Be careful not to defend the Starspawn harvester with only illithids or units that rely on mind bLast to kill; many of the void critters are mindless and therefore immune to these attacks.
[ January 16, 2004, 18:22: Message edited by: Potatoman ]
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January 18th, 2004, 09:42 PM
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Major General
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Join Date: Aug 2000
Location: Mountain View, CA
Posts: 2,162
Thanks: 2
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Re: Defending starspawn in the gate
Regarding luck, during an wackily long single-player game as R'lyeh, I got my first and only Void Gate summoner to 60+ summoning skill without guards; just the use of Returning and Ritual of Return to keep him safe, and Gift of Health to erase afflictions (once lost an eye to a Greater Otherness, once or twice feebleminded by a partly-successful summons). Luck +3, Poger's 'Luck' mod as the only mod in use.
__________________
Are we insane yet? Are we insane yet? Aiiieeeeee...
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January 19th, 2004, 05:03 AM
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Corporal
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Join Date: May 2001
Location: Oxon Hill, Md. USA
Posts: 91
Thanks: 0
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Re: Defending starspawn in the gate
Hi,
Those items that provide extra beings help too. I had a successful spawn (L22, didn't die for the course of the game once he replaced my first guy) and I gave him that pact item that gives you imps and a full kit of choice items, like Charcoal Shield.
I didn't realize that you could use Guard Commander like this, I thought units always entered sites alone, reguardless of bodyguards.
It also helped that he had some death magic, so he'd cast some summons, creating more fodder.
Ciao,
V'ger gone
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