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Old March 16th, 2011, 11:54 AM

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Default Re: Conceptual Balance Mod 1.83 released!

Quote:
Originally Posted by Jarkko View Post
Not just 2 banes, but 2 banes with axe of hate and quickness. That is one very stunned Grendelkin after round one (and with quickness those banes always get in the attacks first, unless the Grendelkin is protected by an army, and if he is protected by an army then you just rout the army and watch the Grendelkin run).
Exactly. The point is if the Grandelkin doesn't kill them in a single round he's as good as dead.
If he attacks than use a different approach. Instead of 3 mages casting orb lightning, script phantasmal warrior on two of them to keep him busy and within range and have the third cast aim + orb lightning, or something similar. And yes, I have tested orb lightning. With as much as 5 militia scattered in groups of 1, but within range, 2 orb lightning mages can fatigue the Grendelkin out, they can't kill him, but than you use something else.

You're not gonna send the air mages alone obviously, even if you teleport you can still spam chaff to keep him busy.

Water Elementals will certainly kill the Grendelkin if he doesn't have regeneration.

If he has regeneration, than he lacks something else. Again you improvise and use something else. Once more just fatigue him out and send a single bane with gloves of the gladiator to pound him into oblivion.
Keep the Bane at hold 5x and attack so he doesn't get killed while the Grendelkin is active.

If he has a frost brend for example, use visions foe to blind him (use a nature 1 or air 1 mage with an aye of aiming and script eagle eyes, that should give about 20 precision), and than just spam cold resistant undead to keep him company, or some fire elemetals if he has a fire brend, and wait until he routs. Of course this one could only work if you can anticipate his movement as you need to be the defender to use the turn limit, but the trap is rather cheap, a few low level mages, backed by some cheap PD. Even when it doesn't work you don't care. But every time you kill a Grendelkin your enemy will be more reluctant to send a new one your way.

The point is, like any other SC, there is no universal way to kill them. You obverse them and exploit their weaknesses, elemental vulnerability, low MR, anti undead/demon/magic weapons, morale, lack of shields for the bows, etc...
Like I said, the Grendelkins main problem is, he has no magic, he can't buff, he can't teleport so the air drops will always get him (unless you vortex him with a mage), you can't equip him for all elements and give him high MR and make him invulnerable to magic, as you can a Tart E3A2 Cyclpos for example, you can't catch and kill a large army since he moves in regular phase, so his raiding is limited in a way also.

One more easy way to lose a SC, Grendelkin or any other is to put a bane or two with appropriate items in the open on top of a bait army for example. Banes don't tend to be shown in scout information.

I for one would never send a lone Grendelkin out, it takes at least 70 gems to summon and equip one, and there are simply too many ways you can lose him easily I might add.
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