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March 28th, 2007, 05:59 AM
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BANNED USER
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Join Date: Feb 2007
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Re: Horrors fly regardless of weather.
No use, you're talking to 'the man who would not mod' ;]
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March 28th, 2007, 09:56 AM
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National Security Advisor
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Join Date: Oct 2003
Location: Helsinki, Finland
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Re: Horrors fly regardless of weather.
For the curious, the full list of doom horrors is:
651 Eater of Dreams
1148 Eater of Gods
1149 Eater of Gods
1150 Eater of Gods
1151 Slave to Unreason
1271 Maker of Ruins
1407 Hunter of Heroes
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March 28th, 2007, 11:53 AM
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Corporal
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Join Date: Mar 2007
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Re: Horrors fly regardless of weather.
Well, if its worth to mod i mod. Since i never see any doom horrors in regular games i play with a friend, it seems a good idea to try a mod then.
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March 28th, 2007, 03:48 PM
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Major
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Join Date: Sep 2005
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Re: Horrors fly regardless of weather.
hunter of heroes is a panzy
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March 28th, 2007, 09:51 PM
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Major General
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Join Date: Aug 2000
Location: Mountain View, CA
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Re: Horrors fly regardless of weather.
Yeah, I didn't include all three forms of Umor -- only five units can be recruitable per province. If memory serves, the uid I chose was one of the scarier ones.
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Are we insane yet? Are we insane yet? Aiiieeeeee...
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October 24th, 2008, 09:46 PM
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Captain
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Join Date: May 2008
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Re: I hate horrors
I may be wrong, but I think horrors can't go underwater. If some mage that I care about gets marked I put him underwater and he doesn't get hounded by these critters.
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Always forgive your enemies; nothing annoys them so much.
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He who laughs last didn't get the joke.
Saber
Alcohol and calculus don't mix. Never drink and derive.
Socrates used to say, the best form of government was that in which the people obeyed their rulers, and the rulers obeyed the laws.
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October 24th, 2008, 10:05 PM
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First Lieutenant
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Join Date: Feb 2007
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Re: I hate horrors
Quote:
Originally Posted by Bwaha
I may be wrong, but I think horrors can't go underwater. If some mage that I care about gets marked I put him underwater and he doesn't get hounded by these critters.
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Just tested it, and it is not true.
Horrors also fly underwater.
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October 25th, 2008, 01:47 AM
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BANNED USER
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Re: I hate horrors
Quote:
Originally Posted by Ranger
Quote:
Edi said:
You are not reading what is being written for you, Ranger.
You must place the bodyguard stack on top of your god on the battlefield so that your god is surrounded on all sides by guards. Otherwise the guards are useless.
Repeating your opening post is not going to do much for you, nor is your insistence that horror marks must be removed upon resurrection. You've been given advice. It's up to you to try and act on it.
Edi
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Can you READ E-N-G-L-I-S-H? Your advice doesn't work.
The horror bypass the 144 guards, attacks and kills my god, on turn one!
1. Guards don't work (only work on minor Horrors).
2. My God doesn't even get to cast any spells.
3. Magic Items (armor, weapons, etc.) so far havn't done any thing.
If something can kill a magic user with 144 guards, level 4 magic in four areas, with 4 gems each, good armor, and get's taken out on turn one of a fight I THINK THIS IS A LITTLE UNBALANCED, DUH!
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Gee,
And perhaps if no one else has a problem, perhaps *you* are a little 'duh'.
There are many things in here that do work:
1. High MR. think.. 28ish.
2. Kill the horror first.
3. Script returning. Have another mage cast an AoE spell that will damage you.
4. Put yourself in the middle of size 4 guards. Don't just give yourself guards.
you have to tactically place yourself in the middle of a square of them. It really does matter the size and placement of the guards.
5. Cast Phoenix pyre (or blink); be earth blessed; have amulet of resilience, boots of messenger. If your reinv (or regen) is high enough.. you'll outlast the combat.
6. Take an immortal god.
7. Stop using items that horrormark you.
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October 25th, 2008, 02:11 AM
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National Security Advisor
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Re: I hate horrors
Quote:
Originally Posted by chrispedersen
3. Script returning. Have another mage cast an AoE spell that will damage you.
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Returning is an instant teleport to capital, no damage needed. Ritual of Returning should work great when combined with Mistform.
Good advice otherwise, although a year or so late.
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October 25th, 2008, 02:56 AM
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General
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Join Date: Oct 2006
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Re: I hate horrors
Blinking away from assassins might just actually be a somewhat valuable use of that particular spell...
When Immortal Pretenders are killed-if I remember right?-you don't lose any of their Paths. Too bad there's no artifact that confers immortality, although the Elixer of Life is another decent idea.
Among the best choices for bodyguards against Horrors:
Watchers-big, immobile, hard to destroy, lightning attack. Great for immobile or seldom-moved Pretenders, less great for ones you're going to move a lot. The patrol bonus is an added plus, though. No resistance needed.
The aforementioned Spring Hawks-etherial, flying, area shock attack. You'll probably want shock resistance with these guys.
Longdead archers-Banefire bow-use a ring of warning and 10 of them, if you can, with these guys, since they're not the toughest dudes, at 5 hp each. No resistance needed.
Frost fiends-frost blast, cold effect. Much better than Devils, especially against major Horrors, but you'll need cold resistance.
Storm Demons-flying, 2 attacks, shock damage. Probably the best choice among blood-summons.
Fire Snake-fire flare plus venemous fangs makes these guys a good all-purpose bodyguard choice. Not the best, but certainly not the worst. Great in combination with storm and ice damage units. Resistance to fire is recommended.
Scorpion Man-enchanted bow, enchanted sword, multiple attacks. 10 of these, with a really powerful Pretender, just might be able to survive a Doom Horror-or not?
Amphiptere: Flying, plus venomous fangs, plus poison spray-Note: the only pure poisoner I'll bother to list, since poison spray puts it above other flying poison weapon units-for my reasoning on poison, see below. An amazing bodyguard choice if you're "just" facing Horrors, but I would still prefer to put 1 or 2 Amphiptere in combination with other bodyguard types, to protect against normal assassins. Poison resistance is probably a good idea, but it's good for anyone you're worried about being a target for assassins.
If you can't get any of these, investing in some fire or cold drakes as bodyguards for a badly horrormarked Pretender is an ok choice, since they don't project heat or cold auras-thus, you can recruit them alongside each other, and you don't necessarily have to wear resistance items, just to survive your bodyguards-plus they have elemental breath weapons. Relatively expensive, but 40 (or even 80) gems is probably less than your Pretender's life is worth.
They also work together well with the other bodyguard suggestions I've mentioned, since they won't put them at risk, either, and drakes are tough enough to be able to survive most friendly fire.
Note: I don't like using units that *just* do magical, or poisonous (or just those two) types of damage, because a lot of assassins are going to be poison resistant, and horrors are often *very* resistant to magical weapons. Multiple attacks are ok, but you need more than just that on a good bodyguard, since a dozen normal attacks per round might still not get through true etherialness.
Big guards are ok, if they don't move, but flying or shooting guards are better, since they can strike the would-be assassin anywhere on the battlefield.
The reason for this is that I've lost more commanders to being "faked out" by assassins, who get past my guards without killing them, than I've ever lost commanders to assassins/horrors, after they've killed the bodyguards.
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Last edited by HoneyBadger; October 25th, 2008 at 03:00 AM..
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