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				July 19th, 2005, 05:53 PM
			
			
			
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				 Re: Can normal army take out Sphinx pretender? 
 I think that unconsciousness would affect defense but not protection. However, even with no protection, you still need to deal out a ton of damage -- perhaps 1000 to 2000 hit points. A regular army can't do it.
 However, you probably can count on the Sphinx having Astral Shield up. Maybe the double-unconscious autokill scenario could happen more than once in a blue moon.
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				July 19th, 2005, 06:06 PM
			
			
			
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				 Re: Can normal army take out Sphinx pretender? 
 
	Quote: 
	
		| sushiboat said: I think that unconsciousness would affect defense but not protection. However, even with no protection, you still need to deal out a ton of damage -- perhaps 1000 to 2000 hit points. A regular army can't do it.
 
 However, you probably can count on the Sphinx having Astral Shield up. Maybe the double-unconscious autokill scenario could happen more than once in a blue moon.
 
 |  This fellow is more a annoyance than a threat, so I will take the road of just sealing him up in his own tomb until he just fades away.
 
I learned a lot by asking this question.  Necessity is the mother of invention.  This game gives you challenges that are difficult to solve, but also many ways you might use to deal with them.
 
Great game, I've had it only a month now and haven't scratch the surface of all there is in it. |  
	
		
	
	
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				July 20th, 2005, 04:21 AM
			
			
			
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				 Re: Can normal army take out Sphinx pretender? 
 The problem with Shatter in this situation is that you need to spend at least one turn to get in melee (with Flying Boots), so you can cast the spell only four times at most, and Earth mages will definitively not default to Shatter. The 50% chance of losing a spell in melee may also affect the script of your mages, but I'm not sure.
 Shatter also has harder prerequisites than Hand of Death (especially research), and only works on specific creatures, but deals the same amount of damage as Hand of Death, so you should use Hand of Death in these situations, if possible. There is, incidentally, no attack roll needed to hit with this sort of spell, so the Sphinx being immobile does not really help here.
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				July 20th, 2005, 06:48 AM
			
			
			
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				 Re: Can normal army take out Sphinx pretender? 
 
	Quote: 
	
		| Gargoyle said: This fellow is more a annoyance than a threat, so I will take the road of just sealing him up in his own tomb until he just fades away.
 
 |  Well, 'loosing' 5 gems per turn probably more than a mere annoyance on smaller/medium sized maps...
 
	Quote: 
	
		| sushiboat said: I think that unconsciousness would affect defense but not protection.
 
 |  There definitely some passage inside the manual talking about a penetration chance of x% if fatigue is over y, where I believe y to be 80. However, since I am currently moving I wont have my manual available until 3 more weeks, so I cant check myself.
 
	Quote: 
	
		| Agrajag siad: An important thing to remember about plops and max dominion is that since a plop will spread to another province only if the province its in is "full",...
 
 |   I think that there is always a chance for plops to travel, but the further away from max-dominion the current province is, the less likely is the plop to travel...so you are right that low starting dominion and high max dominion due to temples is a hinderance for dominon spread...
			
			
			
			
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				July 20th, 2005, 09:33 AM
			
			
			
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				 Re: Can normal army take out Sphinx pretender? 
 
	Quote: 
	
		| Chazar said: 
 
	Well, 'loosing' 5 gems per turn probably more than a mere annoyance on smaller/medium sized maps...Quote: 
	
		| Gargoyle said: This fellow is more a annoyance than a threat, so I will take the road of just sealing him up in his own tomb until he just fades away.
 
 |  
 
 
 |  I don't follow you.  Why do you think I'm loosing 5 gems a turn just because this Sphinx is holed up in his castle under siege? |  
	
		
	
	
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				July 20th, 2005, 10:23 AM
			
			
			
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				 Re: Can normal army take out Sphinx pretender? 
 
	Quote: 
	
		| Gargoyle said: 
 
	I don't follow you.  Why do you think I'm loosing 5 gems a turn just because this Sphinx is holed up in his castle under siege?Quote: 
	
		| Chazar said: 
 
	Well, 'loosing' 5 gems per turn probably more than a mere annoyance on smaller/medium sized maps...Quote: 
	
		| Gargoyle said: This fellow is more a annoyance than a threat, so I will take the road of just sealing him up in his own tomb until he just fades away.
 
 |  
 
 
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 |  Im guessing he means the 5 gems you will probably get from the magical site in the province, since the Sphinx can only be in the capital, and most capitals have a daily income of 5 gems (from the national sites).
				__________________I'm in the IDF. (So any new reply by me is a very rare event.)
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				July 20th, 2005, 10:56 AM
			
			
			
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				 Re: Can normal army take out Sphinx pretender? 
 ^ Oh, doh, my bad. |  
	
		
	
	
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				July 20th, 2005, 09:37 AM
			
			
			
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				 Re: Can normal army take out Sphinx pretender? 
 From manual: if (2d6oe - fatique/15) < 2, Protection is halved. |  
	
		
	
	
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				July 20th, 2005, 11:58 AM
			
			
			
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				 Re: Can normal army take out Sphinx pretender? 
 
	Quote: 
	
		| Chazar said: 
 
	There definitely some passage inside the manual talking about a penetration chance of x% if fatigue is over y, where I believe y to be 80. However, since I am currently moving I wont have my manual available until 3 more weeks, so I cant check myself.Quote: 
	
		| sushiboat said: I think that unconsciousness would affect defense but not protection.
 
 |  
 |  Here is a passage from page 15:
 
	Quote: 
	
		| A high fatigue also gives attackers a chance to find weaknesses in the exhausted unit's armor, reducing Protection by half for that attack. 
 |  There is no special treatment mentioned for unconscious units. So, you're right that Protection can be reduced by fatigue, but it doesn't drop to zero. |  
	
		
	
	
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				July 24th, 2005, 12:55 PM
			
			
			
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				 Re: Can normal army take out Sphinx pretender? 
 Easiest way to take down a sphinx in combat: dusk daggers and gate cleavers. Both cause armor negating damage, and tossing a squad of mid to high level thugs armed with these weapons will chop the sphinx up in no time. Especially the gate cleaver, 29 armor negating damage is quite a wallop. Machaka should have no problem producing either one of these, as gate cleavers are earth only and dusk daggers are earth/astral, so you just need a random astral pick for black sorcerer.
 Edi
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