February 4th, 2004, 11:25 PM
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Second Lieutenant
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Join Date: Jan 2004
Posts: 510
Thanks: 24
Thanked 31 Times in 12 Posts
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Re: No-magic pretenders
Quote:
Originally posted by Gandalf Parker:
quote: Originally posted by Peter Ebbesen:
The Wyrm... The one pretender capable of wiping out the neighbouring land independents and then continuing into the sea.
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The Blue Dragon. Pros and Cons. Having a magic boost and flying transport can make the Blue Dragon more useful than the Wyrm for some (same thing, taking out dependents and can enter water) Good point. It does not qualify in the non-magic pretender Category, of course, but that hardly makes it worse for the purpose on hand. I would tend to think the Wyrm had the advantage for the purposes of taking out independents and entering water in the early game due to its impressive regeneration, though, and rank the Dragon's water magic as nearly irrelevant. (Later on, the Dragon might be of more utility, however)
It must be admitted that a great part of my admiration for the Wyrm comes from a test game where I equipped a Wyrm with two horror helmets (D1, 10 death gems) and two bracers (E1, 10 earth gems). That can be done at construction 2, national mages permitting the right paths, resulting in a 75 point regeneration high hitpoint monster with decent defense and protection, and greater fear 10. My usual problem with Super Combatants vs independents, especially water independents like tritons, is that of getting swamped. Fear 10 goes a long way to resolve that problem, and regeneration keeps the Wyrm alive until everybody has fled.
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When I said Death before Dishonour, I meant alphabetically.
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