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  #1  
Old April 30th, 2006, 08:22 AM
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Boron Boron is offline
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Default Re: Lifelong Protection Spam

LLP is indeed quite useful. The imps have quite decent stats also. Dom 2 has some issues with the low maximum unit number but in Dom 3 those issues will hopefully be gone.

If in Dom 3 FotA is still as it is imagine massproducing LL Protections . 10 Blood for a LL Protection . If you use it on something stealthy you can thus avoid flames from the sky and the like.
If you would theoretically manage to build 100 LL protections e.g. i can imagine little that works well vs. it.
Optimally would be as SC pointed out be Jotun Scouts as carriers . They wouldn't die so easily vs. Wrathful skies and similiar stuff. And 200 (or 400 with quickness) Imps a turn should kill a lot .
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Old April 30th, 2006, 08:36 AM

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Default Re: Lifelong Protection Spam

i havnt noticed quickness effecting the imps, and something that really kicks *** is vampire o****s with them (they raid a province and can summon vamps in it+they dont need skullface to raise skeletons. not to mention they are hard to kill and good fighters.
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Old April 30th, 2006, 11:25 AM
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Default Re: Lifelong Protection Spam

Don't just summoned units from items not work well as they can make the entire lot break? Ie: wouldn't this be the same as taking a moloch solo?
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Old April 30th, 2006, 03:42 PM

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Default Re: Lifelong Protection Spam

dont know, ive done this with solo guys before and even when all imps die they seemed to stick around.
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Old April 30th, 2006, 05:28 PM

quantum_mechani quantum_mechani is offline
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Default Re: Lifelong Protection Spam

That is because it generates a new (unrouted one) each turn. If the ll pact holder gets paralysed or falls below 100 fatigue though, the stream stops, which can lead to some nasty die-on-reteat cases.
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Old May 2nd, 2006, 01:01 AM
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Default Re: Lifelong Protection Spam


Yeah - I think that when all the imps (etc) have fled, _before_ the check is made for the commander, the new critter generate.

Then, the commander check is made, _then_ the new imps die or flee, but the commander check has already been done. It's all in the sequence of events.

Also : If all auto-summoned critters _die_ vice routing, the commander doesn't route. The CB mod thus made various auto-summoning pretenders (other than Moloch who is uber no matter what) more viable by giving the summoned critters 30 morale - if they never rout, they never cause retreat.
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