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February 1st, 2004, 02:18 AM
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Major General
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Join Date: Oct 2003
Location: Crystal Tokyo
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Re: Unit matchups
Quote:
Originally posted by Arryn:
The best ways to counter HI are (IMO): magic, giants, lancers, your own HI, pikeman, and crossbows. In that order. (I don't claim this is the only way, incidently, just my prefernce.)
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Undead are good too - they don't fatigue, and HI do.
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February 1st, 2004, 02:30 AM
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Corporal
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Join Date: Nov 2003
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Re: Unit matchups
Quote:
If you have units with giant strength, then weaker but longer weapons become more useful because they can do enough damage to actually be effective on repel. Which is why I prefer spear-armed giants to axe-armed ones.
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IIRC this is wrong. Repel if succesfull deals 1 point of damage regardless of the strength of the guy carrying the weapon.
Edit: The main strenght of repel is that if succesfull it forces a morale check to see if the attacker actually carries through his attack or if he is intimidated by the longer weapon.
[ February 01, 2004, 00:31: Message edited by: Bossemanden ]
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EU2 1.08beta, HOI 1.06/CORE 0.81, Vicky 1.03 (and Beta), Dominions II 2.11
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February 1st, 2004, 02:47 AM
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Major General
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Join Date: Jan 2004
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Re: Unit matchups
Quote:
Originally posted by Bossemanden:
IIRC this is wrong. Repel if succesfull deals 1 point of damage regardless of the strength of the guy carrying the weapon.
Edit: The main strenght of repel is that if succesfull it forces a morale check to see if the attacker actually carries through his attack or if he is intimidated by the longer weapon.
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Incorrect on the automatic 1 damage.
Step 1: The defender (with longer weapon) must overcome the attacker's defense rating. If successful, move on to step #2.
Step 2: Attacker must check morale. If successful, move on to step #3.
Step 3: Defender hits attacker. Resolve as normal, except that damage is capped at 1. It is possible to do no damage at all. (This is where strength does matter.)
Step 4. Attacker hits defender. Resolve normally.
Please note that if the defender has extras such as poison, decay, etc. that the attacker can be killed by a repel that does "only" 1 point.
[ February 01, 2004, 00:51: Message edited by: Arryn ]
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February 1st, 2004, 10:24 AM
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Corporal
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Re: Unit matchups
Overall flails seem like the best weapon to use.
Aside from that though, the 'best' weapon seems to be very dependent on the unit you are facing.
olaf
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February 1st, 2004, 10:27 AM
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Major General
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Join Date: Nov 2000
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Re: Unit matchups
Quote:
Originally posted by Arryn:
Please note that if the defender has extras such as poison, decay, etc. that the attacker can be killed by a repel that does "only" 1 point.
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Shure about that?
I'm still waiting for a definite statement from the devs about it, or alternativly some "proofed statement" from a player, 'cause I haven't seen any poisoning from a repel so far.
[ February 01, 2004, 08:28: Message edited by: Arralen ]
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As for AI the most effective work around to this problem so far is to simply use an American instead, they tend to put up a bit more of a fight than your average Artificial Idiot.
... James McGuigan on rec.games.computer.stars somewhen back in 1998 ...
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February 1st, 2004, 10:47 AM
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Captain
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Re: Unit matchups
There is a one point dmg max from successful repell attempts, but this is not a regular attack (code-wise) and would probably not use any specials of a weapon such as poison or fire, perhaps even magic (vs ethereals). Not sure though.
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February 1st, 2004, 10:50 AM
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Re: Unit matchups
I believe I have seen a Herald Lance repel undead with an effect. Maybe only certain 'on hit' parameters and not base damage parameters. Does it also account for damage type, or is that what you were saying? Could test it with a Lightning Spear and try to repel someone who is and who isn't shock resistant to see.
[ February 01, 2004, 08:51: Message edited by: Zen ]
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