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October 15th, 2008, 05:04 PM
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Lieutenant Colonel
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Join Date: Nov 2005
Location: Lund, Sweden
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Re: usefulness of the high-end Construction summons?
Relief perhaps?
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October 15th, 2008, 05:21 PM
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Captain
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Join Date: Jan 2008
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Re: usefulness of the high-end Construction summons?
Relief reduces fatigue only by 1. But it probably can be modded.
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October 15th, 2008, 08:01 PM
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Major General
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Join Date: Feb 2004
Location: Houston, Texas
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Re: usefulness of the high-end Construction summons?
Not directly, but that is why I suggested mass flight. The only thing you can really do is to try to make sure the battles don't last long.
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October 15th, 2008, 08:58 PM
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General
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Join Date: Oct 2006
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Re: usefulness of the high-end Construction summons?
Baalz: I was thinking in terms of a mod Nation that had the ability to "set up" battlefields in which Clockwork Horrors weren't affected by fatigue. Possibly a PD situation, where the only PD was an immobile, no attack unit that *just* supported Clockwork Horrors, which you'd have to purchase.
To further elaborate on the idea, it might be interesting to have PD that gave you 4 separate units, each of which helped your units fight better on the terrain, but didn't do anything, by themselves.
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October 15th, 2008, 09:13 PM
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Sergeant
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Join Date: Oct 2006
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Re: usefulness of the high-end Construction summons?
How do people use Clockwork Horrors, given that their insane Fatigue issues? As throwaway troops to soften the opponent and/or absorb the initial melee rush? Or are there less obvious uses?
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October 15th, 2008, 09:30 PM
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General
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Join Date: Sep 2004
Location: Irving, TX
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Re: usefulness of the high-end Construction summons?
I don't use them. But, I agree, that with some of the tactics listed here, they could be useful. You get what? 5 turns tops out of them? If they were flying, then yeah, maybe.
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October 16th, 2008, 12:52 PM
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Major General
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Join Date: Mar 2007
Location: Seattle
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Re: usefulness of the high-end Construction summons?
Quote:
Originally Posted by Epaminondas
How do people use Clockwork Horrors, given that their insane Fatigue issues? As throwaway troops to soften the opponent and/or absorb the initial melee rush? Or are there less obvious uses?
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I've never used them, but I've had them used against me and they're pretty lethal for a couple of rounds. That says to me that you need a critical mass so that the battles are quick--which is exactly what you'd expect from wind-up troops. Maybe combine half an army's worth of Clockwork Horrors (~100 horrors) with Mass Flight + Quickening, and set the horrors on "Attack Rearmost". I can see that eating an equivalent-sized army pretty quickly, before they even get any buffs off.
-Max
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October 16th, 2008, 02:59 PM
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Major General
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Join Date: Feb 2004
Location: Houston, Texas
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Re: usefulness of the high-end Construction summons?
Don't forget weapons of sharpness + strength of giants! This goes a loooooong way towards resolving battles quickly.
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June 11th, 2009, 12:28 AM
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First Lieutenant
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Join Date: Jun 2007
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Re: usefulness of the high-end Construction summons?
Hrrrm What about one of the nations with Song spells that reinvigorate? with Clockwork horrors just set to guard commander while the commander casts the reinvig song.. Of course I'm not sure how fatigue those spells actually get rid of and also there are the scripting limitations with Dom3 so your mage would start casting other things once your limit of scripted spells was used up... And the oportunity cost of spells your commander could be casting instead. And the fact that you have to wait for the enemy to come to you...
That option sucks I think.. But its about the only way I can think of to keep them going for a little while longer..
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June 11th, 2009, 01:31 AM
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General
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Join Date: Mar 2007
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Re: usefulness of the high-end Construction summons?
Relief does remove fatigue from inanimates, so for a single N gem it helps get a couple more rounds of fighting out of the Clockwork Horrors. For the limited effect you get, I don't think it's worth trying to target them with the reinvigoration songs.
Max's suggestion for Quickening works pretty well. The Clockwork Horrors have zero encumbrance so they don't get additional fatigue from attacking twice. They've got base move 18 which doubles to 36, bringing them across the field so quickly that I think you don't need flight. In addition they get the attack bonus of +3 from being quick, for 4 attacks at attack-15 per horror. If you're facing high-protection units then like Baalz says, Weapons of Sharpness and/or Strength of Giants. But whatever you do, don't put them on Hold & Attack or they'll arrive at the enemy with 60 fatigue already.
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