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October 9th, 2011, 08:07 PM
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Sergeant
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Join Date: Dec 2009
Posts: 329
Thanks: 33
Thanked 12 Times in 12 Posts
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Re: Your Top 10 Super Combatant Builds
Quote:
Originally Posted by Question
It was pretty much impossible for the AI to kill early game, but against any decent sized army, the jarl just ran away after the first few rounds even though he was at full or almost full hp. Why? No undead/fear on the field.
Scripted him to cast quicken and mirror image too.
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Did you send him out with troop support? That can lead to SC retreats. However, berserk is an easy way around that.
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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
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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 ***.
__________________
Voice of ***** and her spicy crew!
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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
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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 10th, 2011, 09:05 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
But why are they retreating? They are not taking much damage, and am regenerating it anyway.
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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
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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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October 10th, 2011, 11:09 AM
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Sergeant
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Join Date: Nov 2010
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Re: Your Top 10 Super Combatant Builds
Do niefel jarls have high morale? Because single units get to take morale checks every turn. Though I have never heard of a niefel jarl retreating like that before. Maybe the enemy have the dark skies global?
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October 10th, 2011, 12:14 PM
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Corporal
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Join Date: Oct 2011
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Re: Your Top 10 Super Combatant Builds
Well the only way for a niefel jarl to get berserk by himself is to wear the fenris/berserker pelt i think...
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October 10th, 2011, 12:23 PM
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Colonel
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Join Date: Nov 2008
Posts: 1,735
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Re: Your Top 10 Super Combatant Builds
Or get a n9+ bless.
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