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April 6th, 2009, 06:30 PM
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Re: Artifacts
Oh, and one more thing. Horror harmonica also has the fear-inspiring wailing winds effect as noted above. Horrors themselves have a high fear score. And if you attack a starving army, like yours was in Momentum, there's a decent probability of routing it. Cut the retreats and the army is gone.
MoD bug was fixed some time ago.
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April 6th, 2009, 07:13 PM
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Re: Artifacts
The Horror Harmonica can get you into trouble if you're not careful.
In one MP game I had a sneaking unit of mine discovered in a castle province being patrolled by a large enemy army. An enemy commander was wielding the Horror Harmonica and was scripted to cast. My scout got killed on the first turn of the battle by a Bag of Winds, but the enemy army then proceeded to fight the Horrors that continued to be spawned by the harmonica commander. There were quite a few mages blasting away with area-damage spells, and they even fired off a few BEs. Total chaos, and very funny to watch the enemy army mostly self-destruct, all because they discovered my sneaking unit.
The Oath Rod of Kurgi is horrible. It feebleminds any friendly commanders in the same province as the wielder. If you have one unit wielding but the Rod and Harmonica, but are spending turns casting Horror Mark instead of Send Horror, you can get killed before your first Horror gets summoned.
I like the Twin Spear, but I have had problems when I wear Boots of Quickness and fire off more than one Lesser Horror per battle turn. It's best just to cast a couple then retreat, if you're using it for raiding, and don't bother wielding anything else just in case you die.
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April 6th, 2009, 10:47 PM
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Re: Artifacts
Quote:
Originally Posted by Psycho
It may be safe to use it on the first turn you equip it, before it horror marks the one carrying it.
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Yes, if you aren't horror mark when you end your turn you will not be horror marked by it before a battle. So all you strictly need a is a big enough supply of alternative carriers, though some horror making is nice too of course.
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April 7th, 2009, 02:27 PM
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Major General
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Re: Artifacts
Quote:
Originally Posted by vfb
The Oath Rod of Kurgi is horrible. It feebleminds any friendly commanders in the same province as the wielder. If you have one unit wielding but the Rod and Harmonica, but are spending turns casting Horror Mark instead of Send Horror, you can get killed before your first Horror gets summoned.
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I use it a lot, and it only got me feebleminded once, used in on dozens of occasions.
Something I especially like to use, when available, eg. with sorceresses or whatever.
Take 2, Cast Ritual of Returning, give boots of quickness of course, twin spear and oath rod.
Script, mistform, horror mark X...
mistform, send horror X...
And give them a bottle of living water just in case.
Mistform is if the horror comes back to you eventually or the enemy somehow get to you, but that doesn't happen since they all keep following the horrors back and forth around the map.
Never lost a single mage, killed hundreds.
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April 7th, 2009, 05:10 PM
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Re: Artifacts
I wonder if the Oath Rod has an MR check. Before I knew how it worked, I put it on an assassin (slayer?) to sit on an enemy's capitol. Of course, it only affects friendlies, so that was a waste. But I did lug it through some water provinces on the way, where I had single commanders patrolling. And every single (MR8 or 10 or 11) commander of mine got feebleminded when I brought the rod through the province.
That's a good plan with Mistform and Ritual of Returning. But I think with just the twin spear you would have had equivalent results. And if you're talking about the A2S2 sorceresses, why bother with the Oath Rod? Just script the mage to cast Horror Mark.
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Whether he submitted the post, or whether he did not, made no difference. The Thought Police would get him just the same. He had committed— would still have committed, even if he had never set pen to paper— the essential crime that contained all others in itself. Thoughtcrime, they called it. Thoughtcrime was not a thing that could be concealed forever.
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April 7th, 2009, 05:25 PM
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Re: Artifacts
Quote:
Originally Posted by vfb
That's a good plan with Mistform and Ritual of Returning. But I think with just the twin spear you would have had equivalent results. And if you're talking about the A2S2 sorceresses, why bother with the Oath Rod? Just script the mage to cast Horror Mark.
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Beeeeecause I like to complicate things???
Well it never really crossed my mind... DAMN YOU KURGI!
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April 8th, 2009, 12:19 AM
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Re: Artifacts
When I send an indy Commander in with the Horror Harmonica what do I set it on?
Attack, retreat (I will have boots of quickness)?
I would think that hold would not allow the harmonica to work.
And I want to drop 2 horrors and split.
I have 2 astral mahes firing Horror mark and retreating so I just need to know how to set my commander?
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April 8th, 2009, 01:25 AM
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Re: Artifacts
"Cast Spells"
All items with built in spells either autofire them on turn 0 or add them into the commanders spellbook. So in this case you will want the commander to Cast Spells (if he is a mage then Cast Specific->the added spell at the top of list).
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April 8th, 2009, 03:30 PM
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Re: Artifacts
With only 1 available spell, you can also do Cast or Hold Position twice, and then Retreat.
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April 8th, 2009, 10:39 PM
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Re: Artifacts
I keep hearing if you use Boots of quickness you will get the mage casting Twice in one turn so you would get 2 Horrors and then you could retreat safely on turn 2.
I thought boots of Quickness did NOT work with spells.
Is it because HH is an artifact and is nOT considered a 'spell' that it can cast twice in 1 turn.
Also, while we are on that subject.
If you are Horror marked by having the HH then why would you take the chance of staying 2 turns and casting Horrors as you might well lose your Mage AND the HH. 
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