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Old June 22nd, 2009, 02:41 AM

Dragar Dragar is offline
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Default Re: New Player questions

CBM is pretty standard now. Don't worry, all the principles and mechanics are the same, its just some details that differ - I'd make the switch sooner rather than later though

You are right in your assessment, and that there are standard responses to different threats - off the top of my head, counters to typical threats:

Large armies:
• Bigger (or better) armies!
• Thugs/SCs with high defence and/or protection, regen, area effect weapons or shields
• Large area of effect or battlefield wide spells
• Numerous raiding forces to take more than you lose from the 1 or 2 big armies against you

Undead:
• Low level spells such as solar rays, dust to dust, banishment
• Higher level wither bones, solar brilliance, undead mastery, fire storm
• Global spell purgatory if they are invading you
• Anti-undead thugs

Raiders:
• Mind hunt (if they have no astral)
• Teleporting thugs
• Counter-raid
• Castles

Thugs/SCs:
• Single target high precision elemental damage if not immune – frozen heart, disintegrate
• Penetration boosted astral magics of MR not very high – paralyse, soul slay
• Death magics – life drain, disintegrate
• Blood magics – leech, life for a life, the two level 9 prison spells
• Counterthug – specifically designed to kill his target, typically something that will attack first turn while the SC buffs himself. Something flying with a high attack score and armour piercing or negating weapon is often a good bet. Boots of speed or jade armour with a dusk dagger or gate cleaver will finish someone off quick smart if defence isn’t too high. If you know he casts 5 buffs at the beginning of combat you have time to dish the damage and don’t have to self-protect too much.
• Horror spam

Elephants (and other tramplers):
• Large creatures/giants if you can field them
• Fear spells
• Immobilisers like prison of fire
• Animal awe
• Commander assassination

Deadly archers (wind guide/flaming arrows_:
• Arrow fend
• Storm
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