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  #1  
Old February 20th, 2012, 06:57 AM

parone parone is offline
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Default ctis poison slingers

i like these units a lot. but i think i am killing more of my desert rangers than enemies!!

i know my own units can be poisoned by my slingers(they have only a 50% poison immunity) but i think if they even suffer one point of poison damage, they are KIA and show up as casualties, even if they survive the battle(which they nearly always do)

am i right in this? if so, i guess the slingers are only useful to support undead.
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  #2  
Old February 20th, 2012, 07:06 AM

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Default Re: ctis poison slingers

There are methods to get poison immunity for armies.
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  #3  
Old February 20th, 2012, 10:45 AM

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Default Re: ctis poison slingers

MA Ctis' Marshmasters have the exact right paths to cast Serpent's Blessing, which gives your whole army +50% poison resist. Your saurians already have 50% poison resist. Do the math, then cast Foul Vapors on top of it because why not ? It's all in Enchantment, which also happens to be your main research path (skellispam, terror, leeching darkness, relief...)

LA Ctis doesn't really have the tools to pull it off, but then they have lots and lots of undead chariots instead.
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Old February 20th, 2012, 03:10 PM

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Default Re: ctis poison slingers

thanks for the replies. so it is true, a unit poisoned in combat will be KIA? if that's true, that makes the slingers nasty nasty nasty.

i think i like them even more. too bad i have already lost about 200 units to "friendly fire".
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  #5  
Old February 20th, 2012, 03:17 PM

Immaculate Immaculate is offline
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Default Re: ctis poison slingers

If you click on the unit and get it's 'stat's, you'll see three lines on it at the bottom. One is red and indicates damage. One is blue and indicates fatigue and one is green and indicates poison. Poison will accumulate with successive hits or exposure and be 'applied' over successive turns. When applied, the 'green line' goes down and the unit is damage (making the red line bigger).
I think at the end of combat, poison is applied for another handful of turns and so during that handful of turns, more of that 'green line' gets turned into 'red line' (ie damage). So if there is more 'green line' then the unit has hit points, it will kill the unit.

Note that things like regeneration can counter this obviously.

Note that this effect is similar with banefire or decay aging effects i believe. you will continue to age after the battle for ~4-6 turns which can hand a unit several more afflictions or even kill a unit.


Take all this with a grain of salt; while i think its right, i don't absolutely know so.
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Old February 20th, 2012, 03:30 PM

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Default Re: ctis poison slingers

thanks immaculate. hey, r u the guy that wrote that Arco AAR? if so, that was absolutely *****in. really great read.
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Old February 20th, 2012, 04:39 PM

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Default Re: ctis poison slingers

nope- not me...

i wrote two aars but in both i got beat by the ai- its sort of embarrassing.
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Old February 20th, 2012, 05:53 PM

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Default Re: ctis poison slingers

oh yeah. i remmember. one was with a water nation. i get whipped by the ai 2/3 of the time
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Old February 20th, 2012, 08:14 PM
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Default Re: ctis poison slingers

Try Lanka with a Astral/ Water bless...

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Old February 20th, 2012, 08:45 PM
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Default Re: ctis poison slingers

Quote:
Originally Posted by Bwaha View Post
Try Lanka with a Astral/ Water bless...

... does that even work? Don't you always want some nature at least?
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