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June 26th, 2009, 06:51 PM
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Major General
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Join Date: Mar 2008
Location: Serbia
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Re: Need to kill a golem...
Quote:
Originally Posted by Illuminated One
If you don't have gems with you for whatever reason, you can also teleport someone in with a crystal matrix scripted to cast returning. Script the golem to cast communion slave and he will be carried away. This also works if you want to evacuate large communions.
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You'd have to watch which mage you send and who plays first, the golem or the mage as to not screw yourself.
And again, the Golem might retreat to a single mage holding an item, depends what mage so need to be tested. Illusioninst with a SoS no, Cealum Seraph with a SoS yes. Tricky tricky tricky
Golems don't get experience.
Water elementals are best against tartarinas from my experience, they have 4 crush attacks, AP or AN, can't remember but very high strength.
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June 29th, 2009, 01:56 PM
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Re: Need to kill a golem...
Quote:
Originally Posted by vfb
Pearls are to be carried separately on a scout heading into the province the same month, so your opponent deploys his counter to the province and the Golems unexpectedly return. But to do this really properly you have to forget to xfer the pearls from the scout onto the Golem.
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My, what a witty fellow you are.
-Max
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Quick Ben - "lol pwned"
["Memories of Ice", by Steven Erikson. Retranslated into l33t.]
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June 26th, 2009, 03:59 PM
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Re: Need to kill a golem...
I mean the best way to protect yourself from teleporting in mages that are about to cast magic duel on you Golem, or whoever, is to cast call of the wind on you Golem.
He will teleport the mage with magic duel orders in the magic phase and the birds will arrive in the magic phase too but since it is your province the birds will attack first and since they are fliers they will kill the mage in the very first turn.
If he sends more than one mage, the golem will cast returning ( presuming you have the gems and the orders of course) and if he places items to survive the bird attack the Golem will again cast returning. It's a bullet-prof system.
And yes you need to script returning and have the gems for it.
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June 26th, 2009, 04:05 PM
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Corporal
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Re: Need to kill a golem...
Oh I see, but my opponent is machaka and machaka does not have much air magic does it? unless he got indies.
I was thinking another option is Desintegrate or Opposition but the issue here is the 25 range, and that he also can cast Magic Resistance, isn´t it?
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June 26th, 2009, 04:15 PM
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Re: Need to kill a golem...
Disintegrate has longer range, so use that before opposition.
I see he has 23MR, that isn't good enough to keep him safe from repeated disintegrate so one will kill him if you provide enough chaff to work around.
But the best way to kill them is still magic duel if he forgets gems or teleport your own SC/Thug equipped to kill him.
Work on his weak points. He only has 12 protection, so for example use a thug with boots of quickness and gloves of the gladiator.
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June 27th, 2009, 05:49 AM
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Re: Need to kill a golem...
1) I don't think I've seen Returning cast unscripted. What depends on the number of mages you send is whether the AI is willing to use gems, even to follow the script.
2) Correct.
3) One battle with all present.
4) Before normal movement. That's what allows you to attack the golem before he moves away.
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June 27th, 2009, 06:56 AM
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Corporal
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Re: Need to kill a golem...
Quote:
Originally Posted by thejeff
1) I don't think I've seen Returning cast unscripted. What depends on the number of mages you send is whether the AI is willing to use gems, even to follow the script.
2) Correct.
3) One battle with all present.
4) Before normal movement. That's what allows you to attack the golem before he moves away.
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Cool thanks. I think I have now a plan that may work, but im a beginner and my opponent is a veteran so I should be expecting the unexpected... Will keep you posted with the results!
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June 27th, 2009, 08:50 AM
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Re: Need to kill a golem...
Quote:
Originally Posted by thejeff
1) I don't think I've seen Returning cast unscripted. What depends on the number of mages you send is whether the AI is willing to use gems, even to follow the script.
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Ah, question I forgot to ask on the above. Will my mages have the same issue if i script them (with enough gems) to Return after an eventual (successfull) magic duel? can the AI override my own script and decide that mages stay and "fight" against the DP?
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June 27th, 2009, 01:14 PM
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Re: Need to kill a golem...
Quote:
Originally Posted by Viajero
See attached picture of a Golem selfteleported to my rearguard, adjacent to my capital. Turn 60+ almost everything researched, playing as MA Ermor. How do I stop this thing from going from province to province as if it were a walk in the park?
Also, is there a way to know who will be moving first if I move into his province? or is this destined to be cat and mouse?
Any help appreciated!
Thanks,
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I'm not sure who put the golem together, but they must have been drunk or in an extreme rush to place hydra armor on him.
Stopping a golem is simple... magic duel.
You could also use any variety of units/commanders which generate the cold aura to take him down.
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June 28th, 2009, 04:07 AM
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Re: Need to kill a golem...
Magic Duel is 100 (1 S gem required) fatigue and Returning is 200 (2 S gem required), both S1 spells.
Assuming you have a mage with S2 scripted to first Magic Duel then Returning with just 3 S gems , can he cast both from a fatigue point of view? or does fatigue after Magic Duel (fatigue 100 / (1+2-1) = 50 ) need to be recovered down to zero before being able to cast Returning?
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