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  #31  
Old October 25th, 2006, 01:51 PM
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Default Mummy Orion

Is awesome. I had no idea you could resurrect dead mercenaries to stay "on the team" forever.
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  #32  
Old October 25th, 2006, 01:54 PM

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Default Re: Mummy Orion

Im pretty sure you can, aslong as they were working for you at their time of death.
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  #33  
Old October 25th, 2006, 01:55 PM
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Default Re: Mummy Orion

only bad thing is that you can't take the items back from them that you equip them with. the other thing that i did once was cast gift of reason on all of his minion knights, that was pretty bad ace, though i think that still had the equipment problem that orion had
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  #34  
Old October 25th, 2006, 02:17 PM
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Default Re: Mummy Orion

The other negative effect of a mercenary brought totally under your control via spells is that they cannot be given troops.
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  #35  
Old October 25th, 2006, 02:22 PM
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Default Re: Mummy Orion

true, but i didn't go to all of that trouble to just make some guy to ferry troops around
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  #36  
Old October 25th, 2006, 02:31 PM
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Default Re: Mummy Orion

Quote:
paradoxharbinger said:
true, but i didn't go to all of that trouble to just make some guy to ferry troops around
Well in some of my games I've done ritual of rebirth on commanders with lots of astral or nature magic... these weren't mercenaries, but it sure would have been nice to use them in casting spells to teleport large armies. These were DOM_2 games.
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  #37  
Old October 25th, 2006, 03:16 PM
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Default Re: Thug/SC/Assasin builds thread

thought that only applied for mercs
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  #38  
Old October 25th, 2006, 05:29 PM
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Default Re: Thug/SC/Assasin builds thread

I may need to provide my build but my favorite assassin is still the Lord of the Night pretender. Mictlan gets him (not sure who else does). Titan, stealth, flies, summons aid during assassinations. And thats without equipment.
I think Id probably give him a bow.

The other thing Id like to try is giving a black heart to the many armed pretenders.

I also loved giving black hearts to Pans in Pangea. They would sneak into a province, and assassinate (usually by equipment or spells), and then they would throw a few maenads off. The maenads would instantly attack that province. Usually they would die fast since 3 or 4 maenads dont take a province very well but you at least saw what was there. AND if that assassination was the last commander then the enemy would route. It saves alot of trouble continually testing a province to see if the assassinations have made it weak enough to be taken.
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  #39  
Old October 25th, 2006, 05:50 PM
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Default Re: Thug/SC/Assasin builds thread

iirc, the pans just generate maenads each turn, so if you were to park a stelthy pan in enemy territory, he would keep generating them and they would attack right? sounds like a good way to drive unrest through the roof.
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  #40  
Old October 25th, 2006, 07:05 PM
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Default Re: Thug/SC/Assasin builds thread

Yes.
A regular pan can be a real pain-in-the-back-provinces for any enemy that doesnt use PD. Just move him around alot and watch the provinces fall. When you take one; crank the taxes to max, buy some PD, recruit locals, generally make it hard to take back and worthless if they do get it back. If you are given time to recuit a local commander then pillage also.
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