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  #1  
Old October 23rd, 2006, 08:12 AM
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Default Thug/SC/Assasin builds thread

Post your builds here. I'll start:



Pictures say more than 1000 words, now don't they? Not perhaps the most optimal build, but Awe + Fear is quite funky. The Reinvigoration he gets might be over the top though, and I'm not sure which is a better weapon, that demon whip or heartseeker.

Anyway, his main advantage is that Awe+Fear+High-ish def+20 prot+Luck makes him hard to hit.
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Old October 23rd, 2006, 08:48 AM
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Default Re: Thug/SC/Assasin builds thread

I usually use a few "artillery" banes. Equipted with a Bow of Thunder, Spirit helm and a bottle of living water.

The chasi for this thug really isnt that important, but banes are cheap in gem costs and generally gets more resistances then national bought commanders.

Five of these placed infront of my mages, but behind the normal infantry lines will make a good backbone to any none flying/stealth army. 5 Water elementals and 10x lightning bolts per turn.
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Old October 23rd, 2006, 10:46 AM

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Default Re: Thug/SC/Assasin builds thread

Strong on paper but quite hard to create and useless : the SC Lord of War with Ulm EA !
All these item needs Construction 4 at this time it was already useless because there was no more problem with independant. The picture was taken on the battlefield after Ironskin and Body Ethereal.

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Old October 23rd, 2006, 10:50 AM
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Default Re: Thug/SC/Assasin builds thread

Quote:
Belcarl said:
I usually use a few "artillery" banes. Equipted with a Bow of Thunder, Spirit helm and a bottle of living water.

The chasi for this thug really isnt that important, but banes are cheap in gem costs and generally gets more resistances then national bought commanders.

Five of these placed infront of my mages, but behind the normal infantry lines will make a good backbone to any none flying/stealth army. 5 Water elementals and 10x lightning bolts per turn.
Sounds nice, but Firbolg is propably even better since they have a pretty high precision from what I remember.
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Old October 23rd, 2006, 11:30 AM
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Default Re: Thug/SC/Assasin builds thread

I dont have acess to the manual right now, but isnt Firbolg 10N gems and no resistances? So the banes should have a higher survival rate, and being cheaper. Except against nasty anti-undead spells. Low level banish is usually resisted though.

The thunderbow gives a slight precicion bonus, and I havent noticed any arrows going astray unless my banes need to hit something inside a castle. If that is a problem, and you dont have acess to nature magic, putting an eye of aiming on them should work.

Scrap the thunderbow, get an eye of aiming and the soulkilling crossbow (999 damage every second turn if it hits) and you got yourself a commander killing thug. Here the Firbolg would probably be better, since one will always be shooting at long ranges.

The demon whip, gleaming shield (the one that gives awe) and something that gives fireresistant. Is a good combo to clear low hp chaff with a Thug that has decent hp and protection. A charcoal shield could work, but then you would need to put regen on your thug since he is more likely to get hit.
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Old October 23rd, 2006, 11:41 AM
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Default Re: Thug/SC/Assasin builds thread

Well, Bane's survivability depends on what he's fighting.

Does the Demon Whip have Area Fire or somesuch?
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Old October 23rd, 2006, 12:04 PM

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Default Re: Thug/SC/Assasin builds thread

If we are trying to avoid nation pecifics then I like:
Poison Golem with:
1 Handed Weapon of choice
Charcoal Shield
Heavy Armour vrs most things or robe of shadows if you know you wont be facing any form of magic.
Horror Helm
Some sort of boots (quickness is nice)
Lucky Pendant
Any misc that will help him survive

Basically he runs it, uses his luck, shield, great health and prot to shrug off hits while his damage shields(fire and banefire) take advantage of his fear to rout the enemy.

If we can go national specific:
Angel of Fury (pythium and marignon)
Hands arent too important for this guy but i would go with a weapon chosen depending on enemy (multiple/AoE vrs hordes, herald lance vrs big undead ect) and a charcoal shield.
Horror helm for routing enemies or skullcap for extra mr
Again, heavy armour (i love robe of invunerability but its expensive) or robe of shadows depending on enemy
Boots of the messenger (cant remember if he has enc or not but other things can fatigue him)
Ring of regen (its the new lifedrain, even though i used it alot in dom2)
Lucky Pendant

He has blood vengance, fireshield, nice health, is sacred, good prot/decent prot+ethereal, luck, regen and reinvig.
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Old October 23rd, 2006, 12:41 PM
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Default Re: Thug/SC/Assasin builds thread

Quote:
Belcarl said:
Scrap the thunderbow, get an eye of aiming and the soulkilling crossbow (999 damage every second turn if it hits) and you got yourself a commander killing thug.
If it hits and if the unit fails a magic resistance roll.
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Old October 23rd, 2006, 01:16 PM
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Default Re: Thug/SC/Assasin builds thread

I prefer Wraith Crown + Bone Armor a specially on assassin. Thats force multiplication to the max.
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Old October 23rd, 2006, 02:25 PM

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Default Re: Thug/SC/Assasin builds thread

EA Abysian slayers are nasty assasins, i gave one a robe of shaodws, girdle of might, boots of giant strength (he will do fine with just girdle and boots vrs most recruitables) and a bearclaw talisman forged by pretender. Iirc he had a total of around 28 strength, flying, ethereal and 2 strongly poisoned attacks (each hitting at around strength 30).

Some other assasins i like (expensize but still..):
Void Spectre (national summon for dreamland) with black heart, starshine skullcap, spell focus and amulet of anti magic. He was expensive but deadly, he had S4 or 5, amazing mr and good penetration, i wished for the slaves though.

Heliophagi/harvester of sorrows with a black heart, lucky pendant and some high damage weapon with decent attack.

Any assasin with eye of aiming, boots of quickness and the instantdeath crossbow.


Some nice thugs/SC's:

Dai Oni with any sword you want, shield of gleaming gold, horror helm, robe of shadows, boots of quickness/messenger, luck pendant and some other misc (ring of regen?). Script him to cast: stoneskin/iron skin/invunerability, soul vortex(or whatever the lifedrain aura is), fireshield and then let him attack. Damage shield, damage aura, great prot, way to heal fatigue (soul thing), regen, ethereal, luck and great fear.

Niefel Jarl:
This ones pretty simple:
Sword of swiftness, shield of gleaming gold, horror helm, fire plate, boots of messenger, lucky pendant, ring of regen (if no/low nature bless) or reinvig item if low/no earth bless.
Script him to Soul Vortex thing, Quickness, BoW and send him in, high high prot, nice defence and damage and fatigue auras means he can just stand there freezing and draining his enemies while his buffs, regen and reinvig keep him at full strength

Golem:
High defence weapon, charcoal shield, starshine skullcap, heavy armour(i like marble personally), boots of quickness, bracers of protection, some other misc.
Send him in, cast ethereal, luck and possibly resist magic and astral shield depending on opposition. With nice defence, damage shield (see a pattern with my thugs/SC's?), high prot, great MR and a load of astral buffs behind him hes nearly unkillable. If you can then swap the high defence weapon for a bloodthorn, partial lifedrains better than nothing.


Some Annoying Things:
Get anyone who has astral and fire magic, a load of cheap s1 mages and a few units of chaff up front. Give the s1 mages items such as doom glaives and accursed shields and place them just behind the chaff. Send them in and have the strongest mage cast communion master, ethereal, luck, phoenix pyre, fire shield. The little guys are almost mini thugs for the ammount of damage they do, their weapons being extremely nasty vrs large expensive units (Other SCs/thugs, pretenders, expensive summons ect), they are very hard to kill (works even better with multiple masters due to speed buffing) with all their buffs, they have a fireshield (and with alot of them, the masters fire magic will be higher so their shield will be stronger) and when they die, they each cause a huge explosion and re-apper somewhere else.

Take the cheapest commander you can buy, fill his slots up with rubbish/annoying cursed items and send them against a non fully equipped SC/thug (or leave him there to catch assasins ) and watch their owner cry as all his valuable slots are filled with rubbish items (lycan amulets are worst as they can permanently destroy the unit)
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