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Leaders Guild


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AuthorLeaders Guild
In this battle I hit temptresses, giving them 99 poison damage. However they seem to skip a turn and by the time they move again the poison has worn off, so the remaining 3 do not die like they should have.

Unsure how good of an example this is. The tempts didn't have a turn because they were controlling something else (your turncoats), so the poison wore off before they could move again.
for Meshy:

In this battle I hit temptresses, giving them 99 poison damage. However they seem to skip a turn and by the time they move again the poison has worn off, so the remaining 3 do not die like they should have.

Unsure how good of an example this is. The tempts didn't have a turn because they were controlling something else (your turncoats), so the poison wore off before they could move again.


Similar situation would be when you Poison a unit, then use blind spell on it.
So by the time "Blind Spell" wears off, the poison too wears off.

Correct?
Ah I did not get the dynamic of temptress turns when using hypnosis, never really spotted it before and have used them myself.

Thanks for the clarification, I now know I need to finish them off rather than waiting for the poison to do it for me as was my intention. It doesn;t seem to be fitting with how it should be in principle, but is probably not a bug. Out of interest if you blind a temptress, does that stop them moving the unit they controlled? I presume not, though on a logical sense it perhaps should.
Out of interest if you blind a temptress, does that stop them moving the unit they controlled?

Nope

So by the time "Blind Spell" wears off, the poison too wears off.


Yes, assuming blind duration is at least the poison duration.
Ok, well I reckon they cannot use leadership values to calculate the armies you face in LeG, just had this fight for 1.5

https://www.lordswm.com/war.php?lt=-1&warid=948018430&html5=1

Total leadership at this moment for that army is only 18604, which is lower than one that Meshy had for a 1.2 difficulty.

As such either they do not base the army size on the leadership values we see, or there is a very large range in acceptable values that is randomised.
I found out bruiser works very well as a unit without rage. Despite the lack of Rage ability, they hit like a truck, and are pretty tanky (25 hp 50 units). They wont be targeted too, if you have faster units (in my case Apparitons, perfect staller).
ressurect count 59 ressurect sum 42218, ressurect avg 716, ressurect last 473
Restored 61 times, total amount 32506, average 533, last restore 290
for Aurelija:
can you share the army like for bruisers? i want to see its stats but i can't find it anywhere ;)
https://www.lordswm.com/army_info.php?name=highwayman
I had 4 missions instead of 3 today. Is this a permanent change?
It doesn't say in the description, but I'm pretty sure that's because of ABC
I had 4 missions instead of 3 today. Is this a permanent change?


It's due to ABC.
From the help page, in the section on Leaders' Guilds:

4. A maximum of three challenges, or four challenges with the Abu-Bakir’s Charm, are available to you at a time. Challenges are replenished at the rate of one every three hours until they reach the maximum number.
i see, tha,ks
I always lose to wizard army with spyhinx,anyone have same problems?
I always lose to wizard army with spyhinx,anyone have same problems?


On auto?

Yeah, it's a priority thing I think
for Meshy:

Manual:)
I find necro and wiz harder, they have more hp by a fair whack than other armies and meatier shooters and are mostly immune to poison (infiltrators are my main troop)

Personally in this sort of situation I switch to invaders and brutes as a combo of damage and hp. Means they can often hit hard enough to get minimal retal damage, especially if unruly kicks in.
I found this interesting

http://daily.heroeswm.ru/bu.php?i=quhgfs9g
This topic is long since last update and considered obsolete for further discussions.
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