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Jack the Bodiless
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Converted underground reservoir tank.
Jan 1970 time: 05:16
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Yes, well-established halfling slingers can be a pain.
What spells have you got? Sorcery is good for this, with spells like Guardian Wind and (especially) Invisibility to stop your forces being shot to pieces immediately. Alternatively, Flame Strike is good. Invulnerability and Wraithform can be useful.
Without using your magic, I think you'll have to use attrition with several armies of missile troops (bowmen or magicians) in succession. You will lose, but if you concentrate your fire and take out at least one slinger unit per strike, and can send in a new wave before the halflings can replace their losses, you can wear them down. But the cost of building several armies of nine missile units each (and the food they'll need) will be crippling.
You might just have to wait until better units (e.g. heavily-armored heroes or powerful monsters) or protective spells are available to you. You'll have to fight off waves of halfling raiders, but at least you can do it from behind your city wall (which provides partial protection from missiles) rather than having to shoot them behind their city wall.
Also, because a city can only hold nine units at a time, they will be relatively vulnerable just after they've sent out a raiding force.
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Ecthy
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Zhonghuà Rénmín Gònghéguó
Mar 2000 time: 06:16
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All claptrap
If you play High Men, you can build wizards or mages or whatever they're called again... not the priests, but the funny little guys available with wizards guild
they're immune to missile weapons and are pretty strong in firepower
with chaos magic you can use the flame strike for taking out such fortresses
otherwise, a strong hero or 2 can be useful, with that wind of protection thing cast on them
no need for a detailed strategy here
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Rex Little
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MattyBoy's problem, as I understand his situation, is that he doesn't have Guardian Wind, or Flame Strike, or Invulnerability, or Wraithform. He's "playing green", which I assume means he has only Nature spells. I can't think of any Nature spell that will either protect a unit from missiles or take out a whole group of slingers at once. Web will delay one unit at a time, but that's not much help when the enemy starts with a bunch.
The best hope is probably to build the gnolls to produce wolf riders, and the klackons to make stag beetles. A stack of 9 wolf riders and/or beetles is fast and tough enough to reach the slingers while taking only a couple of losses, and will chew up the slingers pretty well once they get there. If you've got enough resources to put together two such stacks at once, the second one should be able to take the city after the first one weakens it.
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Ecthy
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Zhonghuà Rénmín Gònghéguó
Mar 2000 time: 06:16
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yup, you tend to learn quickly in that game
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