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Tips and Hints Different solutions, tips and hints.

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  #1  
Old 12-04-2008, 04:52 PM
YENKO YENKO is offline
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Quote:
Originally Posted by tjoepee View Post
Maybe someone else can confirm with me, but I think rage stops after 40 turns.
It's 20 turns. Yeah here you go:

http://forum.1cpublishing.eu/showthread.php?t=5417
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  #2  
Old 12-04-2008, 05:22 PM
Keneth Keneth is offline
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Yes, the only way to get rage after round 20 is rage drain and chargers.
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  #3  
Old 12-05-2008, 05:55 AM
Calinda Calinda is offline
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Quote:
Originally Posted by Keneth View Post
Yes, the only way to get rage after round 20 is rage drain and chargers.
And inquisitors ;P
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Old 12-05-2008, 06:03 AM
alon alon is offline
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Quote:
Originally Posted by Keneth View Post
Yes, the only way to get rage after round 20 is rage drain and chargers.
And poison-rain your own thorn stacks before you reach turn 20 = 1 Rage for every dead thorn that was hit by the poison rain - so if you summon 3 stacks of thorns and surround the enemy fast enough = Full Rage.
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  #5  
Old 12-05-2008, 06:39 AM
ender ender is offline
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Is there a method to fix poison rain in a location, or to an allied troop?

In some battles, if I put poison cloud at edge of map, seems to remain stable and don't move to enemy.
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  #6  
Old 12-05-2008, 08:16 AM
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Gatts Gatts is offline
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Quote:
Originally Posted by ender View Post
Is there a method to fix poison rain in a location, or to an allied troop?

In some battles, if I put poison cloud at edge of map, seems to remain stable and don't move to enemy.
Looks like a bug IMHO.
I didn't find out the real AI of poison rain -> all I could is to move my units in the least possible hexes, still I got hit by it sometimes... in old version 16b7 poison rain won many battles for me - as what I know that it does not move away if there is enemy who can be hit... it only may "move away" if enemy stacks create a connected "chain" so it can move from one end of this chain to another...
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  #7  
Old 12-05-2008, 12:48 PM
YENKO YENKO is offline
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Near the end of the battle, I like to 'corner' one depleted enemy RANGED unit with two of my strongest (most hitpoints per creature) stacks. If there is at least ONE hex between the enemy ranged stack and one of my own stacks, the enemy stack will never close in and attack in melee, no matter how weak/strong my unit is. So, if I cast the poison cloud on the enemy, almost always one of my stacks will be under the cloud, taking damage and returning mana (with mana spring). Then it is enough to cast one life totem near the unit under the cloud, and another one in the middle of the other 3 stacks on the other end of the battlefield, healing the odd damage provoked by the depleted enemy stack. And, if the enemy ranger is capable of fire/poison attack, so much the better: two Mana Springs are better than one
Last night I was lucky attacking a castle (I think the one with that Earl in the Mines). At the end, I had one enemy goblin catapult stack with only one goblin in it. Obviously, poison cloud was out of the question, so I cornered the goblin, positioned the Life Totems as described, and all I had to do was to wait for the Goblin Catapulter to cast his extra ability, the fire ranged attack. That fire provokes burning for 3 turns, so I invest 5 points in Mana Spring on the afflicted stack, and get in return 15 mana from the spring. The totem heals the tiny damage (so no need to resurrect anyone) and Lina's Chargers are retrurning more mana. I know this tactic is known, but it was fun to experiment it by myself Zero losses! (no sh*t, Sherlock? )
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