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  #1  
Old September 26th, 2004, 03:04 PM
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Graeme Dice Graeme Dice is offline
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Default Re: Some ideas: raiding, seiging, spell AI and mor

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Soapyfrog said:
And on the subject of undead, I cast 4 undead hordes and a bunch of raise dead at the start of the battle and the doom horrors ignored them and went right after my casters.
Look at the numbers on undead horde, and compare it to raise skeletons and animate dead. The only reason to cast undead horde is if you have a pretender with very high level death magic. Three castings of raise skeletons gives more troops than a single casting of undead horde. Two castings of animate dead gives more troops than a single casting of undead horde.

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Not that skeletons would be able to HIT the doom horror, and even if they did they would probably just die from the blood vengeance.
Sure, but you have an infinite supply of them from the combination of drain life and raise skeletons. After all, the AI casts drain life as soon as its fatigue nears 100.
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Old September 26th, 2004, 03:15 PM
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Graeme Dice Graeme Dice is offline
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Default Re: Some ideas: raiding, seiging, spell AI and mor

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Soapyfrog said:
Thats a lot of casters.
Sure, but you'll have a lot by the time you start to see doom horrors around turn 60 or 70.

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Not to mention the fact that there is really no margin for error, and your mages better not decide to target something other than the doom horror.
Mages target the units with the largest amount of hitpoints, so unless there's a pretender or abominations there, the doom horrors will be the primary target.

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How the heck will the kill it? Fatigue?
Run it out of turns in the battle so that it retreats, but doesn't have anywhere to retreat to as you've cut off those provinces with ghost riders or other similar spells or stealth attacks.

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Doom horror has attack 23 and defence 25. 19/20 is not great by comparison.
It's close enough that the bane lords will be probably able to bring doom horrors down for a smaller cost in resources.

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60 damage? Isn't it 2x 11+1d6 oe, +19 st, -25 for prot = 35?
No, it's: (2*(11+19)+2d6oe) - (25+2d6oe)

I see that you corrected this later.

Bonus damage multipliers apply to both strength and weapon damage.

Quote:
IF YOU HIT because you are att 19 trying to hit def 25,
It will hit 10% of the time assuming that there are only two units on the battlefield.

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oh and btw you will have to make your own MR check at -2 in order to avoid simply damaging yourself.
With an AMA, the bane lord will make this check at a MR of 17. Without it will be 13. That's a chance of failure of 10% and 30% respectively.

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Tried it, didnt work. I had 8 sauromancers casting drain life at a doom horror and it did squat. Zero damage.
If 40 castings of drain life did not kill the doom horror, and did not kill the sauromancers, then you must have had a rather large number of living troops on the battlefield. That's in the neighbourhood of 560 points of armor negating damage.
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