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April 28th, 2010, 10:40 PM
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BANNED USER
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Join Date: May 2004
Posts: 4,075
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Thanked 121 Times in 91 Posts
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Re: Flying Archers Gone Wild(ly Wrong)
Hmm interesting.
New modweapon. Ranged weapon that causes arm loss.
Something like.. "Flesh Reaper arrows..." Very cool against archers.....
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April 28th, 2010, 11:05 PM
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General
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Join Date: Oct 2007
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Re: Flying Archers Gone Wild(ly Wrong)
Quote:
Originally Posted by chrispedersen
Hmm interesting.
New modweapon. Ranged weapon that causes arm loss.
Something like.. "Flesh Reaper arrows..." Very cool against archers.....
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That... should be doable. And actually they'd be pretty awesome against everything, because every time they do damage, you lose your shield... ouch.
__________________
"Easy-slay(TM) is a whole new way of marketing violence. It cuts down on all the red tape and just butchers people. As a long-time savagery enthusiast myself, I'm very excited about the synergies that the easy-slay(TM) approach brings to the entire enterprise." -Dr DrP
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April 29th, 2010, 04:00 AM
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First Lieutenant
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Join Date: Feb 2007
Location: Manila, Philippines
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Re: Flying Archers Gone Wild(ly Wrong)
Quote:
Originally Posted by rdonj
Quote:
Originally Posted by chrispedersen
Hmm interesting.
New modweapon. Ranged weapon that causes arm loss.
Something like.. "Flesh Reaper arrows..." Very cool against archers.....
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That... should be doable. And actually they'd be pretty awesome against everything, because every time they do damage, you lose your shield... ouch.
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Except if you're a commander, you just tuck your shield under your armpit and carry on!
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April 29th, 2010, 04:33 AM
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General
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Join Date: Feb 2007
Location: R'lyeh
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Re: Flying Archers Gone Wild(ly Wrong)
Quote:
Originally Posted by LoloMo
Except if you're a commander, you just tuck your shield under your armpit and carry on!
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Tis but a scratch! It's just a flesh wound, really!
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May 13th, 2010, 06:07 PM
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Corporal
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Join Date: Mar 2010
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Re: Flying Archers Gone Wild(ly Wrong)
Hi, I'm really annoyed that I have to reactivate this thread, but the archers did it again. On their second turn they flew towards the enemy and halved the distance betweeen them, allowing the flagellants to close on their next turn and decimate the archers in melee.
I checked and there were plenty of enemies within 20 squares to shoot at, and their range is 30 so there was no need to get closer to "fire at closest enemy", their only order.
The archers were in two groups with different commanders, and both groups did the same thing. One squad had a leader (lowest ID#) that had a mild affliction, but the other aquad's leader was healthy. Both commanders were to stay behind tropps.
The only thing out of the ordinary was morale was low (6) for many of the troops due to hunger. But wouldn't low morale make them rout and flee away from the enemy?
I'm playing in two MP games as Caelum and I need the archers.
Any ideas? thanks - jorus
PS
Can you find a unit's ID on the battle screen?
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May 13th, 2010, 10:05 PM
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BANNED USER
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Re: Flying Archers Gone Wild(ly Wrong)
sure, pull it up like normal (double click on him, and then shift i).
as for the flying archers... I have never been able to get them to work either.
For example, bogarus has a flying dragon with a ranged brreath weapon. For me it always flies up into melee range - and dies.
you could try this... place a commander .. wherever you want.
Give him a body guard.
tell the archers to stay behind troops. and place them behind the bodyguard.
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