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October 14th, 2008, 11:24 PM
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First Lieutenant
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Join Date: May 2007
Posts: 674
Thanks: 7
Thanked 15 Times in 10 Posts
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Re: usefulness of the high-end Construction summons?
Quote:
Originally Posted by Epaminondas
Quote:
Originally Posted by sansanjuan
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Originally Posted by Tifone
I'm not definitively an expert, quite the opposite, but I think a major point for the poison golems is that they require you the same Construction path you need to gear them. Ideally, I think you could go for a strategy (requiring a rainbow pretender of course) of aggressive remote site-searching with the spells (thaum 2, conj 2), some evoc or enchantment to keep you up, and then get to Construction 9 getting at one time the SCs and the artefacts to gear them up. You even get, on the way, to build Golems at Const7 and equip them of Const6 gear. Playing it nice you could start building Poison Golems equipped with artefacts around the time your enemy starts fielding medium summons with const-4 gear and alteration to buff them. Maybe a dream but it could be fast.
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IIRC an equipped poison golem won the last SC to SC (ladder?) battle.
-SSJ
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I find this quite shocking. How was that Poison Golem equipped?
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Boots of quickness/staff of damned, with lifelong protection, if I remember right. Lifelongprotection is almost unfairly effective in duels, and several chassis had a lot of it.
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October 15th, 2008, 06:57 AM
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First Lieutenant
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Join Date: May 2007
Location: Reading, PA
Posts: 724
Thanks: 93
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Re: usefulness of the high-end Construction summons?
Quote:
Originally Posted by vfb
Crushers have lower MR (12 vs 18), are missing the body slot, and GoR is expensive.
Dai Oni/Svartalfs/Bakemono Sorcs/Harab Elders can easily summon Poison Golems, and so can any D+E PoD or Lich etc.
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I am not claiming that crushers are a great unit. I think crushers were the first 100+ HP unit I ever summoned and that put them in an elevated position in my lineup.
It does appear to be a somewhat common phenomenon among units and spells for many players.
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Men do not quit playing because they grow old; they grow old because they quit playing.
Oliver Wendell Holmes
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October 15th, 2008, 07:30 AM
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Lieutenant Colonel
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Join Date: Nov 2005
Location: Lund, Sweden
Posts: 1,377
Thanks: 72
Thanked 25 Times in 20 Posts
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Re: usefulness of the high-end Construction summons?
The Crusher is a great unit because:
*High HP and size draws arrows and magic
*High protection
*Poison resistant
*Inanimate
*Not extremely high MR means it will draw magic attacks
*Relatively low cost
*Comes early
If a nation has all that in a recruitable unit crushers are a waste of gems. Otherwise there is no reason not to use it. MA Ulm has great use of them for example.
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October 15th, 2008, 08:06 AM
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Corporal
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Join Date: Sep 2008
Location: Moscow
Posts: 64
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Re: usefulness of the high-end Construction summons?
My choice:
1. Mechanical Men. Resistant to many spells, cheap, quite effective in mid-game
2. Iron Dragons. Flying, fast and brutal. Useful for "attack rear" and killing of enemy mages. Or trample enemy archers. Or (kind of fun) some of them with Gift of Reason can quickly capture provs, which left unprotected
3. Siege golems. Sometimes they are the only way to capture enemy castles (e.g. longplay vs MA Ulm "Defensive" - he will build his damn Castles everywhere, but with Siege Golems there`s no troubles)
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Also grammar nazis must say sorry to my sick duck, yeah
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October 15th, 2008, 10:41 AM
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Sergeant
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Join Date: Oct 2006
Posts: 386
Thanks: 13
Thanked 3 Times in 1 Post
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Re: usefulness of the high-end Construction summons?
Quote:
Originally Posted by Dedas
The Crusher is a great unit because:
*Not extremely high MR means it will draw magic attacks
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So AI targets low MR units first when it does MR-checking attacks?
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October 15th, 2008, 11:32 AM
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Major General
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Join Date: Feb 2004
Location: Houston, Texas
Posts: 2,435
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Thanked 662 Times in 142 Posts
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Re: usefulness of the high-end Construction summons?
Quote:
Originally Posted by Baalz
2) Killing other SCs. Poison golems are O.K. at that to if you equip them propertly. My poison golem won the big SC challenge that was run awhile ago up against the best stuff everybody could build for an arena fight with 20 something entries I beleive. Boots of quickness and a standard of the damned, and they'll take down most things not custom built to fight them.
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Yes, I placed the Poison Golem in the competition, maybe I didn't make it clear with this statement. The poison golem as a chasis wasn't irrelevant, it was ideal for the following reasons:
High base protection. This means it's unnecessary to buff base protection with stone boots, earth magic, etc. This means you can get boots of quickness and armor of souls - or something different if you prefer. Bottom line, with halfway decent armor he's got very good staying power - particularly if you're spamming drain life twice a round.
Banefire shield. This is something you can't otherwise get (well, other than the king of banefires), and has the huge benefit of being effective against fire immune units - imps specifically. Lifelong protections were indeed common in the SC challenge, but then again they're not exactly rare when fighting any blood nation. The banefire shield makes the standard of the damned an option for general use - how many guys can handle chaff control with no fire/frostbrand or shield?
Lifeless/mindless - makes him immune to many of the standard SC counters. If you equip him to give him elemental immunity towards whatever your opponent is likely to use it's pretty much down to running forward and whacking through the banefire shield at an extremely high protection guy who's spamming life drain (as in his HPs are shooting up every round). He's lethal towards SCs. He's lethal towards chaff. He's immune to everything the bad mages can cast (with a few exceptions, which your opponent certainly may not have access to).
No magic - doesn't seem like a benefit at first, but the point is he doesn't need to spend rounds self buffing. Critical for the SC competition, but certainly an important factor for general use as an anti-SC. A secondary consideration is you don't need to do any other reserach, you've got a solid SC with nothing but Cons-9 done.
All in all, look at what you get for the cost! He's maybe not the best unit in the game, but certainly cost effective if you use him properly...
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My guides to Mictlan, MA Atlantis, Eriu, Sauromatia, Marverni, HINNOM, LA Atlantis, Bandar, MA Ulm, Machaka, Helheim, Niefleheim, EA Caelum, MA Oceana, EA Ulm, EA Arco, MA Argatha, LA Pangaea, MA T'ien Ch'i, MA Abysia, EA Atlantis, EA Pangaea, Shinuyama, Communions, Vampires, and Thugs
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October 15th, 2008, 04:07 PM
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General
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Join Date: Oct 2006
Posts: 3,445
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Thanked 79 Times in 51 Posts
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Re: usefulness of the high-end Construction summons?
I checked the manual, and clockwork horrors are listed as 0 Fatigue, so I don't see that they would actually build up fatigue...is there a separate effect?
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You've sailed off the edge of the map--here there be badgers!
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October 15th, 2008, 04:13 PM
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Captain
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Join Date: Jan 2008
Posts: 913
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Re: usefulness of the high-end Construction summons?
Yes, they have exhaustion 15
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October 15th, 2008, 04:23 PM
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Sergeant
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Join Date: Oct 2006
Posts: 386
Thanks: 13
Thanked 3 Times in 1 Post
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Re: usefulness of the high-end Construction summons?
Quote:
Originally Posted by HoneyBadger
I checked the manual, and clockwork horrors are listed as 0 Fatigue, so I don't see that they would actually build up fatigue...is there a separate effect?
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Exhaustion 15.
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October 15th, 2008, 04:59 PM
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General
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Join Date: Oct 2006
Posts: 3,445
Thanks: 85
Thanked 79 Times in 51 Posts
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Re: usefulness of the high-end Construction summons?
Oh that stinks. Hmmm I don't suppose there's a good spell, or modifiable spell effect, to cure that, is there?
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