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October 10th, 2011, 12:29 AM
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Corporal
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Join Date: Oct 2011
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Re: Your Top 10 Super Combatant Builds
No, i sent him out alone. I thought SC were supposed to take on entire armies alone?
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October 10th, 2011, 02:19 AM
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Sergeant
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Join Date: Dec 2009
Posts: 329
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Re: Your Top 10 Super Combatant Builds
Quote:
Originally Posted by Question
No, i sent him out alone. I thought SC were supposed to take on entire armies alone?
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More or less. Sometimes you send a handful of them, but at that point some of them are probably there to deal with enemy SCs. Berserk is still an easy way around retreating.
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October 10th, 2011, 07:57 AM
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Major
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Join Date: Feb 2009
Location: Me a viking
Posts: 1,012
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Re: Your Top 10 Super Combatant Builds
My new favorite is this:
GoR:ed or possessed seige golem with stymphalian wings.
Flying, trampling, mindless (can't be mind hunted etc), fear, all resistances to boot (this is a big big deal) , 0 enc, 24 base protection (much more with the armor), turn 1 attacker (hard to counter with any mage or teleporting thug that needs a turn or more to buff)
Rest of the slots (head, feet, 2 misc) are optional depending on situation, but I generally put something that grants an extra attack (stone bird, serpent etc) to counter other large thugs. But it doesn't rally need anything but the wings to kick ***. The relative effectiveness to cost decreases with more equipment, better to field more of them instead.
The beauty is in the cheapness, as ma or la Ulm you can easily field dozens, and they can take any pd or small army.
Plus they can fly ahead of an army to break the walls of a castle. Perfect to combine with almost any battlefield effect as they are immune to most, fatigue spells, acid, all elemental damage, destruction, iron bane etc.
Then we have possessed storm demons for LA ulm, now those kick serious ***.
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October 10th, 2011, 08:21 AM
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Colonel
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Join Date: Nov 2008
Posts: 1,735
Thanks: 272
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Re: Your Top 10 Super Combatant Builds
Of course, shatter and opposition are a nice counter for this tactic. e3 and s3. But they have low range. Your golem has only 12 mr. But it is a nice tactic. If you do not have earth or astral, it is going to be hard to beat.
Actually, because you only need to go up the constr research tree, it is a superb tactic.
Last edited by Soyweiser; October 10th, 2011 at 08:33 AM..
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October 16th, 2011, 10:26 AM
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Sergeant
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Join Date: Dec 2009
Posts: 329
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Re: Your Top 10 Super Combatant Builds
Quote:
Originally Posted by Soyweiser
Of course, shatter and opposition are a nice counter for this tactic. e3 and s3. But they have low range. Your golem has only 12 mr. But it is a nice tactic. If you do not have earth or astral, it is going to be hard to beat.
Actually, because you only need to go up the constr research tree, it is a superb tactic.
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The other obvious option is a fatigue kill. A bunch of Stellar Cascades could probably do a lot, if the mages involved decided to cooperate, and the same can be simulated with the lightning spells. Then there is Charm, though I don't recall the Charm-Mindless interaction off the fop of my head. Still, even with that up these things are comparatively cheap, and really quite nasty.
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October 16th, 2011, 11:19 AM
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General
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Join Date: Oct 2007
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Re: Your Top 10 Super Combatant Builds
Siege Golems are actually immune to all elements and poison, so the lightning isn't a problem for them. They're reasonably resistant to fatigue spells as well with that much protection, but of course it could still eventually drop them and stellar cascades spam will kill just about anything in sufficient volume. I would actually be more afraid of something stupid like Swarm though.
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October 16th, 2011, 11:59 PM
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Sergeant
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Join Date: Dec 2009
Posts: 329
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Re: Your Top 10 Super Combatant Builds
Quote:
Originally Posted by rdonj
Siege Golems are actually immune to all elements and poison, so the lightning isn't a problem for them. They're reasonably resistant to fatigue spells as well with that much protection, but of course it could still eventually drop them and stellar cascades spam will kill just about anything in sufficient volume. I would actually be more afraid of something stupid like Swarm though.
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Right. Duh. I knew about the immunities too, and somehow just spaced it. As for Swarm, I really wouldn't be surprised if that worked decently. Then there are the various immobilization spells, and of course, the banishment spells. Alternately, just hit them with Gifts from Heaven a few time, as 150 damage hits are the sort of thing that renders protection largely irrelevant.
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October 10th, 2011, 09:05 AM
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Corporal
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Join Date: Oct 2011
Posts: 50
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Re: Your Top 10 Super Combatant Builds
But why are they retreating? They are not taking much damage, and am regenerating it anyway.
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October 10th, 2011, 12:34 PM
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Captain
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Join Date: Dec 2007
Location: Minnesota, USA
Posts: 887
Thanks: 144
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Re: Your Top 10 Super Combatant Builds
Quote:
Originally Posted by Question
But why are they retreating? They are not taking much damage, and am regenerating it anyway.
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Run Dom with the -ddd switch. Should have the story after sifting through the log.
-ssj
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October 10th, 2011, 10:01 AM
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Colonel
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Join Date: Nov 2008
Posts: 1,735
Thanks: 272
Thanked 120 Times in 93 Posts
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Re: Your Top 10 Super Combatant Builds
Each turn a squad under 5 men takes damage it must make a morale check. It is in the manual. Read it.
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