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Metathron 08-06-2009 11:51 AM

Quote:

Originally Posted by themarxx (Post 87449)
In the end, my strat for taking out the turtle at level 4 is with a single stack of 6 alchemists (purchase at the swamp). The turtle does up to 80 pts of damage with each stomp. The alchemist have 120 HP. I you have about 20 mana, you can last for 6 turns at least. The alchemist using their acid spray does about 300 pts of damage

That sounds interesting, however I'm wondering just how you went about the earlier stages of the battle, since the turtle casts slow at the beginning and your alchemists would be forced to either move one spot or use one of their poison/fire concoctions from afar.

themarxx 08-06-2009 12:12 PM

you are right, the turtle did cast slow. It took 2 turns to get within firing range. All the time I was casting heal, heal, heal after each stomp. I did this playing as a paladin, and as a mage. On hindsight, I should probably have moved the Alcheys right next to the turtle to take advantage of counterstiking.

themarxx 08-06-2009 12:14 PM

Quote:

Originally Posted by Vilk (Post 87802)
Demon cannot be heal by the heal spell?

They can't be resurrected by inquisitor but can by the resurrection spell. But I don't remember for the healing spell.

The description on the Heal spell says that it will hurt undead but have no effect on demons. I actually did try taking the turtle on with 2 demons thinking that I could easily heal their damage.

Vilk 08-06-2009 12:42 PM

Lol right!

I forgot that... and didn't check because often many details like that aren't well describe in descriptions, like description of res from inq doesn't mention it doesn't affect demons... nor undead. :)

EDIT: And about defeating the turtle a possibility is to use Magic Spring and Last Hero on a stack with a single unit. With that trick and even with a very low mana level that does the job with no death. Quote the reward for defeating the turtle is those 2 spells.

Razorflame 08-07-2009 01:51 PM

i would call the turtle hardly a boos it's so easy ^^

Vilk 08-08-2009 04:11 AM

Quote:

Originally Posted by Vilk (Post 87882)
EDIT: And about defeating the turtle a possibility is to use Magic Spring and Last Hero on a stack with a single unit. With that trick and even with a very low mana level that does the job with no death. Quote the reward for defeating the turtle is those 2 spells.

Damit i didn't remember well the turtle second move problem, to avoid the turtle use earthquake at second move the point is to have the unit close to turtle in front of its head not at the side like close to a turtle leg. At next rounds this change nothing, only for the second round.

Metathron 08-09-2009 01:01 PM

Quote:

Originally Posted by themarxx (Post 87870)
you are right, the turtle did cast slow. It took 2 turns to get within firing range. All the time I was casting heal, heal, heal after each stomp. I did this playing as a paladin, and as a mage. On hindsight, I should probably have moved the Alcheys right next to the turtle to take advantage of counterstiking.


Wouldn't slowed alchemists have a movement speed of 1? That doesn't seem enough to get them within shooting range. To counter the slow, I can imagine waiting on the 1st turn, letting the turtle cast slow, and having your hero cast haste afterwards.

Also, the turtle seems to have the no retaliation ability. :grin:

Razorflame 08-09-2009 07:19 PM

i smell some hoax in here:)

best way to kill turtle is either with mage shield+heal and horseman

or use last hero
^^

loreangelicus 09-16-2009 05:21 PM

if you got lucky and pulled an ancient vampire from a sarcophagus, then a single unit could solo the turtle without any help from your spells; simply walk towards the turtle's head in humanoid form, taking in the slow spell and regenerating the stomp damage, then proceed to do your no-retaliation attack and regenerate from the turtle's main attack

Razorflame 09-18-2009 09:48 PM

i do believe the turtle does kill a ancient vampire in one hit

;-)


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