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September 28th, 2005, 12:41 PM
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Sergeant
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Join Date: Jun 2005
Location: England
Posts: 264
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Re: caelum
kill joy!
I won.. okay
and as for the storm:
that is why wind guide was cast!
and the undead horde hit me twice one for 8 and another for 4 (experience!)
had HP of...about 20-25
also storm genrals tried the exact same tactic again... but this time with 13 storm genrals with necklace of vengance?
this worked better as compact troops and a large commander in the middle of them... well I killed a few.. or more!
__________________
I went to royal cornwall 8/6/06-9/6/06...
met a girl...
Chloe I will remember as always yet love is fickle and past loves fly out of mind in a matter of days
jut like Rosanna
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September 28th, 2005, 01:02 PM
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Colonel
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Join Date: Apr 2002
Location: Near Paris, France
Posts: 1,566
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Re: caelum
Quote:
Endoperez said:
He had national heroine with Death empowered to Death 10, using at least two boosters (+3 and +1) to getting 400+ units from every casting of Undead Horsemen.
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And that was on turn 20 or so ?
Just kidding ...
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September 28th, 2005, 01:12 PM
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Lieutenant General
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Join Date: Feb 2004
Posts: 2,687
Thanks: 20
Thanked 54 Times in 39 Posts
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Re: caelum
the MIQR has Pale Riders (d3) as 20+3/path; so if the mage had modified death level of 17 (the max), that would yield 62 undead horsemen per casting.
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September 28th, 2005, 03:26 PM
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Sergeant
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Join Date: Jun 2005
Location: England
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Re: caelum
wierd you say that yet I got way more...
__________________
I went to royal cornwall 8/6/06-9/6/06...
met a girl...
Chloe I will remember as always yet love is fickle and past loves fly out of mind in a matter of days
jut like Rosanna
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September 29th, 2005, 07:12 AM
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Sergeant
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Join Date: Mar 2004
Location: London, UK
Posts: 341
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Re: caelum
Perhaps the additional paths give geometric rather than arithmetic extra horsemen.
__________________
There will be poor always, pathetically struggling - look at the good things you've got ...
-- from "Jesus Christ Superstar"
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September 29th, 2005, 10:15 AM
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Colonel
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Join Date: Apr 2002
Location: Near Paris, France
Posts: 1,566
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Re: caelum
Quote:
magnate said:
Perhaps the additional paths give geometric rather than arithmetic extra horsemen.
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Or perhaps Naresh just rounds up some numbers ...
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September 29th, 2005, 12:16 PM
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Major General
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Join Date: Sep 2000
Location: Georgia, USA
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Re: caelum
I will sometimes use combat-orientated pretenders in a short game. I stay away from them in normal-sized or longer games, and I am always very careful with them. It is one thing to send them against a group of barbarians; it is quite another to face them off against a human opponent's main army.
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September 29th, 2005, 12:31 PM
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Colonel
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Join Date: Aug 2005
Posts: 1,606
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Re: caelum
and with the amount of magic you can dump on human pretenders its no wonder (boots of callus then cast quickness and spam neifel flames or another mega spell)
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September 29th, 2005, 12:48 PM
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Sergeant
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Join Date: Jun 2005
Location: England
Posts: 264
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Re: caelum
I know what you mean, arch mage with 4 lvl 8 paths! and 3 lvl 5 sure, this put a serious hurt in my scales but it was worth it! found some ultra cool magic sites and was getting maybe between 10-30 gems a turn around turn 15!
(roughly conquering 1 province a turn then after turn 8 two a turn)
__________________
I went to royal cornwall 8/6/06-9/6/06...
met a girl...
Chloe I will remember as always yet love is fickle and past loves fly out of mind in a matter of days
jut like Rosanna
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September 29th, 2005, 12:58 PM
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Lieutenant General
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Join Date: Dec 2003
Location: Alaska
Posts: 2,968
Thanks: 24
Thanked 221 Times in 46 Posts
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Re: caelum
Quote:
High_Priest_Naresh said:
I know what you mean, arch mage with 4 lvl 8 paths! and 3 lvl 5 sure, this put a serious hurt in my scales but it was worth it! found some ultra cool magic sites and was getting maybe between 10-30 gems a turn around turn 15!
(roughly conquering 1 province a turn then after turn 8 two a turn)
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You know that no magic sites need more than four in a path to find?
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