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February 29th, 2004, 07:26 AM
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Major General
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Join Date: Oct 2003
Location: Crystal Tokyo
Posts: 2,453
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Re: Taking down SC Gods
Quote:
Originally posted by Zen:
Since when did he say there was high defense? And for every attack on him he loses defense. So when you push him down with attacks from grunts then the unit can trample him.
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He never said... but SCs generally have high defense. Trample does only 1 damage if a unit evades. Evasion: defense+2d6 versus 10+2d6, not counting the shield.
If an SC has low defense, just kill it with Weapons of Sharpness or high-damage weapons like Halberds, Greatswords, and Mauls. Barbarians are pretty effective at this. They're easier to come by than size-6 tramplers...
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March 1st, 2004, 02:01 AM
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Corporal
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Join Date: Feb 2004
Location: Minnesota
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Re: Taking down SC Gods
Thank you, Saber Cherry!
__________________
I am looking for a six-fingered man.
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March 1st, 2004, 05:05 AM
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Corporal
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Join Date: Jan 2004
Location: Kennesaw, GA
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Re: Taking down SC Gods
Quote:
Originally posted by Inigo Montoya:
Thank you, Saber Cherry!
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"My name is Inigo Montoya. You killed my father. Prepare to die."
I'm sorry, I had to.
What good use is trample? I've never had success with it . . . is it for a certain type of enemy? The only experience I've had with trample is it ruining my SC Shedu.
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March 1st, 2004, 07:01 AM
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Major General
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Join Date: Oct 2003
Location: Crystal Tokyo
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Re: Taking down SC Gods
Big encumbrance-free units are good tramplers. High protection and high HP are important, and ethereality and regeneration can be great... Quickness is a good idea, too.
Anyway, trample is good for squishing little squishies. If you've never used trample, try starting a game with the White Bull pretender and see what you've been missing! Research up to Personal Regeneration before you send him out, or give him a ring of regeneration. A Missile Amulet or Lucky Pendant might be useful as well, depending on your national mages.
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March 1st, 2004, 08:03 AM
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Sergeant
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Join Date: Jan 2004
Location: Oregon, USA
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Re: Taking down SC Gods
Trample is really amazing versus relatively low provincial defense, which tends to be largely composed of very light units. The only thing about non-Pretender tramplers (like Mammoths, War Elephants, chariots, etc.) is that they all appear to have very low morale - so it's good to stick them in relatively large squads under a commander with a standard or, even better, one with the Valor heroic ability.
__________________
I agree with the realistic Irishman who said he preferred to prophesy *after* the event.
-- G.K. Chesterton
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March 1st, 2004, 08:27 PM
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Corporal
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Join Date: Jan 2004
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Re: Taking down SC Gods
Enslave Mind - it only has to penetrate once and the SC is now yours (ok, yours minus the items and commander status).
Heat and cold radiating units arte great against SC. They will shoot up Fatigue just by standing by the SC. And once Fatigue goes over 100, they will never recover. I find Devils are particularly effective for this.
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March 1st, 2004, 10:04 PM
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Major General
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Join Date: Jan 2004
Location: twilight zone
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Re: Taking down SC Gods
Quote:
Originally posted by Master Shake:
Enslave Mind - it only has to penetrate once and the SC is now yours (ok, yours minus the items and commander status).
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The thread subject is SC Gods and the spell description for Enslave Mind clearly states it does not work on pretenders (pg. 118 in manual).
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