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  #41  
Old September 26th, 2004, 08:57 PM

Zen Zen is offline
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Default Re: how do damage multipliers work?

Hum. My AQ's usually get equipped with:

Jade Armor, Blood Thorn (Herald Lance), Lucky Amulet, Starshine Skullcap, Ring of Regen, Ring of Frost

OR

Jade Armor, Hell Sword, Fire Helmet, AMA, Ring of Frost

If it is in some sort of SC capacity this is usually a good plan unless you are planning on not fighting anyone who can utilize mages.

I never equip my Air Queens with a Staff of Storms because the Storm is persistant even if you leave, so I tend to have a Scout hold the Staff then retreat first round.
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  #42  
Old September 26th, 2004, 09:22 PM
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Boron Boron is offline
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Default Re: how do damage multipliers work?

Quote:
deccan said:
Quote:
Boron said:
Yeah that's the question . And the airqueen has normally the stormbonus so she can decide when to attack .

I'd like to test this. What would be an ideal equipment loadout for an AQ?
If you want you could take as opponents doom horrors too .
Would love to know if a good equipped airqueen is in serious danger against a doom horror

And i think a good tartarian as opponent would also be very nice since they are tough and some have really good paths which give them some nice extra buffs
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  #43  
Old September 26th, 2004, 09:25 PM

Zen Zen is offline
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Default Re: how do damage multipliers work?

Heh. Jade Armor + Rod of the Phoenix, you can even put that on a scout

Or perhaps Boots of Quickness.
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  #44  
Old September 26th, 2004, 09:34 PM
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Default Re: how do damage multipliers work?

Quote:
Zen said:
Heh. Jade Armor + Rod of the Phoenix, you can even put that on a scout

Or perhaps Boots of Quickness.
Why rod of the phoenix ?

Standard of the damned can't be resisted and it has the same cost : 20 fire vs 20 deathgems .
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  #45  
Old September 26th, 2004, 09:39 PM

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Default Re: how do damage multipliers work?

Death Gems are more valuable than Fire? And if someone is going to tool around with a Doom Horror having 5 or 6 such scouts, (with either/or BOTH) will fill in the weakness gaps.

But all you need is either one and Doom Horror = Kaput.
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  #46  
Old September 26th, 2004, 09:51 PM
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Default Re: how do damage multipliers work?

Quote:
Zen said:
Death Gems are more valuable than Fire? And if someone is going to tool around with a Doom Horror having 5 or 6 such scouts, (with either/or BOTH) will fill in the weakness gaps.

But all you need is either one and Doom Horror = Kaput.
It depends on the nation you are playing . If you lack F3 forgers for the rods or vice versa .

And there is a lot with 100% FR so the Standard should work better overall .
I like atm the idea to use banelords for this for offense and demilichs for defense in positive dominion .
Unfortunately my faerungame where i wanted to try this out got a strange error now

So i ask you now
What is your favourite lategame army composition ?
Which types of SCs , Mages and Troops do you prefer ?

Troops e.g. get killed very quick by either lighning or fire lategame . But you need troops to prevent your mages from routing or to use more than 1-2 SCs reliable .
I have thought a lot about different combos but so far haven't found a real favourite for me .
Do you have one ? Can you briefly explain why ?
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  #47  
Old September 27th, 2004, 12:28 AM

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Default Re: how do damage multipliers work?

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Boron said:
But you need troops to prevent your mages from routing or to use more than 1-2 SCs reliable .

I was messing around with Black Forest Ulm and I discovered that Vampire Counts are so good because they are all immortal. Because of the "immortal commanders do not rout in friendly dominion" rule, I could make an army of mini-SCs out of them that won't rout when the first one dies.
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  #48  
Old September 27th, 2004, 12:34 AM

deccan deccan is offline
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Default Re: how do damage multipliers work?

Quote:
Boron said:
If you want you could take as opponents doom horrors too .
Would love to know if a good equipped airqueen is in serious danger against a doom horror

And i think a good tartarian as opponent would also be very nice since they are tough and some have really good paths which give them some nice extra buffs
Heh, that's kind of carrying things a bit too far. As you can see from the types of tests I run, I'm mostly interested in finding relatively cheap and reliable counters to some of the most commonly encountered SCs. I'll leave the late-game mega-SC stuff to when I can actually survive to lategame.
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  #49  
Old September 27th, 2004, 03:38 AM

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Default Re: how do damage multipliers work?

Quote:
deccan said:
Quote:
Yossar said:
How about a firbolg vs Ice Devil matchup? Firbolg has similar stats to a Bane Lord (1 more attack and defense, 3 less strength), but 16 less hps (42 vs 26). But on the other hand, he's not vulnerable to triple herald lance damage.
Yeah, but the firbolg has terrible encumberance. Without a drain life weapon to restore his fatigue, and with a drain life weapon hitting him, he just won't Last very long. It seems like a choice only when you don't have access to death.
Aren't we just talking about a 1 on 1 matchup? Of course the encumbrance will matter, but will it be enough to stop him when he can kill the Ice Devil in one or two hits?
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  #50  
Old September 27th, 2004, 06:13 AM

deccan deccan is offline
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Default Re: how do damage multipliers work?

Quote:
Yossar said:
Quote:
deccan said:
Quote:
Yossar said:
How about a firbolg vs Ice Devil matchup? Firbolg has similar stats to a Bane Lord (1 more attack and defense, 3 less strength), but 16 less hps (42 vs 26). But on the other hand, he's not vulnerable to triple herald lance damage.
Yeah, but the firbolg has terrible encumberance. Without a drain life weapon to restore his fatigue, and with a drain life weapon hitting him, he just won't Last very long. It seems like a choice only when you don't have access to death.
Aren't we just talking about a 1 on 1 matchup? Of course the encumbrance will matter, but will it be enough to stop him when he can kill the Ice Devil in one or two hits?
Okay, okay, I'll add this to my to-do list and get back to you.

I should add however that a bane lord at least can be set to try to target the ice devil specifically in a big battle and have a reasonable chance of surviving afterwards, whereas the encumberance and lower hit points of the firbolg makes it seem like a one-use weapon. Of course, one might well have no better use of nature gems, so this could be an option.
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