View Full Version : Taking down SC Gods
Pirateiam
February 27th, 2004, 08:49 PM
Looking for some ideas on taking down SC Gods. It seems more and more Multiplayer games are filled with SC Gods. Besides the obvious attacking with your SC God anybody willing to share any brilliant ideas for taking down those rampaging Shedus, Wyrmms, Titans.......
rabelais
February 27th, 2004, 08:54 PM
Curse+Paralyze= Affliction City.
Much Rejoicing, the king is dead, etc.
Rabe the Giant-Killer
Arryn
February 27th, 2004, 08:59 PM
Originally posted by rabelais:
Curse+Paralyze= Affliction City.<font size="2" face="sans-serif, arial, verdana">And this is so remarkably easy to do ... {evil grin}
GavinWheeler
February 27th, 2004, 09:15 PM
Vengeance of the Dead
Cursing and horror marking are always worth a try
Pop-up assassins with items like the Black Bow of Botulf (or the items that curse, such as the witch doctors shield) or Vision's Foe. Especially if you have astral assassins who can cast 'Returning', so don't need to lay down their lives just to curse the SC.
If he's left miscellaneous slots empty (for some reason), try to have him kill assassins with magical eyes. Two 'eyes of aiming', for example, will nicely blind any SC who foolishly picks them up.
(Cheesy) If you can attack him when:
A) he has troops with him
B) he has nowhere to retreat (such as if you've just taken over the surrounding provinces that same round)
If you can kill all the troops, but not him, he tries to retreat and dies the death of retreating into limbo.
Taqwus
February 27th, 2004, 09:59 PM
Also, see what opposition it's tuned for. An SC that depends on life-draining attacks to reinvigorate itself, for instance, might not do so well against a horde of undead or mechanical men. If it relies on flight, storms will help. If it uses fear, try unbreakable units.
A Shedu is an astral mage; it might be duelable depending on how much it's been boosted.
Curse, Feeblemind, Blindness, Horror Mark can all be caused by spells, items or both. Paralysis can work, Petrify is a guaranteed paralysis /if/ you can get a caster there. Instant-death spells combined with Spell Focus, Rune Smasher might work as well. Even a Seeking Arrow can be nice for the extra encumberance from the chest wound.
Einthoven
February 29th, 2004, 06:00 AM
I'm looking at a SC in one multiplayer game that has a protection of 27 and a MR of 26 thanks to an anti-magic amulet and heroic iron will, and breath of winter just in case I manage to surround him. None of my troops has been able to touch this guy.
If I'm working out the magic resistance right, it seems like most resistable spells have a less than 1% chance of working.
Any thoughts?
February 29th, 2004, 06:05 AM
If he's not size 6, trample him with a size 6. If he doesn't have other resistances (Like an Elemental Hauberk) try using Incinerate, Orb Lightning, or an Elemental magic on him.
Saber Cherry
February 29th, 2004, 06:12 AM
Originally posted by Zen:
If he's not size 6, trample him with a size 6. If he doesn't have other resistances (Like an Elemental Hauberk) try using Incinerate, Orb Lightning, or an Elemental magic on him. <font size="2" face="sans-serif, arial, verdana">Trample is useless against high-defense units unless they are cursed. The ultimate SC killer:
Drain Life. (the spell)
There might be others. Look for high-damage, 100 precision, armor-negating non-elemental unresistable spells. Well, OK, there aren't many... but you only need one. And bring a totem shield.
February 29th, 2004, 06:14 AM
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.
Inigo Montoya
February 29th, 2004, 06:38 AM
What is the relationship between trample and defense? Does defense have to be below a certain level before trample works? When you try to trample a unit, does the unit get a "save" against defense?
[ February 29, 2004, 04:38: Message edited by: Inigo Montoya ]
Saber Cherry
February 29th, 2004, 07:26 AM
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. <font size="2" face="sans-serif, arial, verdana">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...
Inigo Montoya
March 1st, 2004, 02:01 AM
Thank you, Saber Cherry!
moodgiesanta
March 1st, 2004, 05:05 AM
Originally posted by Inigo Montoya:
Thank you, Saber Cherry! <font size="2" face="sans-serif, arial, verdana">"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. http://forum.shrapnelgames.com/images/icons/icon9.gif
Saber Cherry
March 1st, 2004, 07:01 AM
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.
fahdiz
March 1st, 2004, 08:03 AM
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.
Master Shake
March 1st, 2004, 08:27 PM
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.
Arryn
March 1st, 2004, 10:04 PM
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).<font size="2" face="sans-serif, arial, verdana">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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