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July 21st, 2006, 01:46 AM
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Captain
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Join Date: May 2001
Location: Nairobi, Kenya
Posts: 901
Thanks: 4
Thanked 1 Time in 1 Post
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Re: Carrion Woods ideas please
Cainehill has hit the situation on the mark, I did not have anyone attached to the CD.
At least I have lots of units who can call the god. That way I get it back in two turns. Then, I have it attack a province at the same time C'tis has Orion's Knights attack the same province. Those Flambeau make very short work of an undead dragon, buff spells or not...
Three deaths now, his magic is going to be nearly wiped out and his absence has allwed Vanheim to start eating into my heartland. Once you start losing temples and dominion, it can be tough to recover. Wish me luck!
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July 21st, 2006, 01:02 PM
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Colonel
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Join Date: Aug 2005
Posts: 1,606
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Re: Carrion Woods ideas please
set all your unholy priests (the undead dyrads are the best per gem for pure reanimation iirc) to reanimate, make an army of around 500 carrion beasties (the undead centaurs rock with cb), back up with a mass protection mage and hordes of unholy priests. If only there was a battlefield wide spell to increase attack, then carrion critters would be amazing.
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July 21st, 2006, 02:45 PM
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Major General
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Join Date: Nov 2000
Location: 500km from Ulm
Posts: 2,279
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Re: Carrion Woods ideas please
The carrion critters don't need any increase in attack: most have multiple attacks, and every attack means -1 def for the target ...
You need:
Vinemen - those can't be banished, are cheap, upkeep-free and can be mixed with your carrion critters speed-wise without problem
(Mass) Protection - to keep arches from killing your unshielded troops too easily
Mound Kings (ench-2, death-2, 3 gems) - to command your armies and gather all the freespawns
__________________
As for AI the most effective work around to this problem so far is to simply use an American instead, they tend to put up a bit more of a fight than your average Artificial Idiot.
... James McGuigan on rec.games.computer.stars somewhen back in 1998 ...
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July 21st, 2006, 03:17 PM
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Colonel
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Join Date: Aug 2005
Posts: 1,606
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Re: Carrion Woods ideas please
you forgot black servants, they scout and if you give em a lycan amulet, horror helm, some form of black steel armour (even the weak one) and a lucky pendant/vine shield they can slaughter indies. In my last, mega forgefest of doom ulm game i had a prophetised black servant (who, due to enemy dominion had about 12 health) hold a castle gate against hundreads of ulmish troops including multiple priests and loads of arbalests. he has full black steel armour+helm+kite shield, boots of giant strength and girdle of might for strength on lifesteal and an amulet of luck for all purpose. Black servants are cheap, low conjuration thugs and, with ethereal, decent starts, full slots and stealth work great for anyone with even below average forge powers.
I forgot about the - to defence, all carrion critters have atleast 4 attacks (3x sleep vine attacks+a claw/bite) iirc and some have 7 (6 sleep vine attacks). The multiple attacks+mega fatigue works great vrs small elite forces as high defence goes down with the multiple attacks until they are knocked out and killed. carrion woods, if they can get up mother oak and other spells (that one that reanimates dead people as vinemen is good for them) can be a force to be reckoned with and lategame when they have atleast dozens of unholy priests their reanimation numbers often can match those of ermor (since their summoned mages also reanimate) and, in extreme unholy mage hording then can surpase them.
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