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February 9th, 2007, 02:30 PM
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Shrapnel Fanatic
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Join Date: Oct 2003
Location: Vacaville, CA, USA
Posts: 13,736
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Thanked 479 Times in 326 Posts
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Re: Assasins
So spirit helm, dancing trident, and dove; with the boots of quickness.. give an extra 6 attacks per round besides the units own attacks? Wow.
Add to that weapons that get extra attacks.
And then the pretenders with extra arms.
I wonder how high you can get it.
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February 9th, 2007, 02:51 PM
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First Lieutenant
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Join Date: Jan 2007
Location: Tampa, FL
Posts: 687
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Re: Assasins
random question i had - do multiple attacks cause additional fatigue? Say a 4 armer, or sword of quickness, gift of kurgi, etc. How bout boots of quickness that essentially give another turn?
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February 9th, 2007, 03:56 PM
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Corporal
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Join Date: Jan 2007
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Re: Assasins
this is somewhat off toptic but I'm new a figured one of guys could answer this.
I'm having my commanders getting whacked in my current game with no one defending them. Is the only way for your commanders to be defended from an assassin to have a group of units (up to 5) set to guard commander?
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February 9th, 2007, 04:14 PM
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General
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Join Date: Apr 2005
Posts: 3,327
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Re: Assasins
That's the most straightforward way.
Other strategies are to boost PD/patrolling high enough to catch the assassins before they can do to much damage.
If you're worried about your expensive mages being killed, hire a lot of cheap scouts and indy commanders to play target.
Don't forget to script spells for your mages to defend themselves. This tends to conflict with optimal battle scripting, so I usually protect battle mages with guards and let research/etc mages protect themselves except when I know their province is being targeted.
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February 9th, 2007, 05:48 PM
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General
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Join Date: May 2004
Location: Seattle, WA
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Re: Assasins
Quote:
thejeff said:
If you're worried about your expensive mages being killed, hire a lot of cheap scouts and indy commanders to play target.
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Yeah thats what I do too. Although my research centers are usually patrolled by Call of the Winds or something similar so its hard to get an assassin in. I use the chaff commanders mostly with armies where I am trying to draw assassination attempts away from key leaders.
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February 9th, 2007, 05:18 PM
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General
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Join Date: Nov 2000
Posts: 3,013
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Thanked 25 Times in 22 Posts
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Re: Assasins
Quote:
jutetrea said:
random question i had - do multiple attacks cause additional fatigue? Say a 4 armer, or sword of quickness, gift of kurgi, etc. How bout boots of quickness that essentially give another turn?
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The way it works is that all of your melee attacks in a single action (ie. one standard turn) add your melee encumbrance to your current fatigue score. The number of attacks you make has no effecton this, so the nataraja only adds three fatigue per action if he isn't wearing heavy armour. If you get another turn through quickness, a blessing, or the heroic ability, then the set of attacks you get in that extra turn add your melee encumbrance to your current fatigue score. Just walking around doesn't add anything to your fatigue.
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February 9th, 2007, 05:15 PM
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General
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Join Date: Nov 2000
Posts: 3,013
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Re: Assasins
Quote:
Gandalf Parker said:
I wonder how high you can get it.
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Quite high. A Nataraja with Four swords of swiftness (Or two gloves of the gladiator), chi shoes, helm of headbutting (Horned helm), and a stone bird would get 28 attacks per turn with quickness. This gets truly ridiculous pretty quickly if your nataraja is wished for and ends up with the heroic quickness ability. The ettin mandragora is up there as well, but I don't remember how many sleep vine attacks it gets.
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