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March 11th, 2008, 02:15 PM
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Second Lieutenant
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Join Date: Nov 2004
Posts: 449
Thanks: 0
Thanked 3 Times in 2 Posts
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Re: Tartanians
I love blight, too. And Black Death - which is Blight on steroids.
As for tartarian nerfing - I like the idea of making them un-healable (or making their insanity special). That seems to fit most with their cost. The cost is fairly low to summon one, but it becomes a risky strategy rather than a sure bet. You might get something nice early on, or you might have to summon 30 of then before you get anything useful as other than a meatshield or magic-less thug.
It would make a tartarian strategy easier to do (no need to have the Chalice or GoH)and, most importantly, make it a real strategic *choice*. Some people would see the risk and choose to shoot for something else with their resources, while others might see the upside and go for it.
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March 11th, 2008, 02:53 PM
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Lieutenant Colonel
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Join Date: Nov 2005
Location: Lund, Sweden
Posts: 1,377
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Re: Tartanians
Good suggestions, RonD.
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March 11th, 2008, 03:06 PM
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Major General
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Join Date: Feb 2004
Location: Houston, Texas
Posts: 2,435
Thanks: 57
Thanked 662 Times in 142 Posts
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Re: Tartanians
Maybe make GOR'ed Tartarians have a chance of becoming "unleashed" like the Eater of the Dead? That one's thematic...
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My guides to Mictlan, MA Atlantis, Eriu, Sauromatia, Marverni, HINNOM, LA Atlantis, Bandar, MA Ulm, Machaka, Helheim, Niefleheim, EA Caelum, MA Oceana, EA Ulm, EA Arco, MA Argatha, LA Pangaea, MA T'ien Ch'i, MA Abysia, EA Atlantis, EA Pangaea, Shinuyama, Communions, Vampires, and Thugs
Baalz good player pledge
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March 11th, 2008, 03:32 PM
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General
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Join Date: Aug 2003
Location: Sweden
Posts: 4,463
Thanks: 25
Thanked 92 Times in 43 Posts
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Re: Tartanians
Speculated in insanity-caused break-frees.
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March 11th, 2008, 03:34 PM
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Major General
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Join Date: Oct 2006
Location: Tennessee USA
Posts: 2,059
Thanks: 229
Thanked 106 Times in 71 Posts
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Re: Tartanians
Quote:
Baalz said:
Maybe make GOR'ed Tartarians have a chance of becoming "unleashed" like the Eater of the Dead? That one's thematic...
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Not only thematic but fun and hilarious when it happens. Nice idea!
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BLAH BLAH BLAH BLAH NEXT TURN.
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March 11th, 2008, 06:36 PM
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Major
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Join Date: Apr 2004
Location: La La Land (California, USA)
Posts: 1,244
Thanks: 0
Thanked 30 Times in 11 Posts
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Re: Tartanians
I love the idea of Tartarians becoming unleashed. I do not consider myself a
newbie by any means, but I do not remember playing a game that went past turn 50
and did not end as a Tartarian fest. I'm not saying that Tartarians are the
ultimate weapon, because they are tons of ways of picking them off. But they
are a better deal that anything else, and a Hell of a lot more durable.
I have fielded an army with 15 Tartarian casters, and 20-30 Tartarian meat
shields. Since that game, I tried avoiding large games, but I inherited one
from my uncle. At least two players in that game have Tartarians that I
have seen. This turn I'll become the third, although I'll have to rely on
the non-senile ones. At least I will have plenty of meat shields. And yeah,
I am saying this publicly, and summoning them in a province that borders all
but one of the remaining players because I do not want to be seen as defenseless.
If it were up to me, I would start Tartarians with a 0-100% insanity, I would
give them a 1% increase 50% of the time, and I would have a 10% chance of
going indy every turn they are insane. I would do something similar with
Doom Horrors, and even with Demons and Elemental Royalties. Not that it is
needed, but I would like to see more mages and troops as opposed to
supercombatants.
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No good deed goes unpunished...
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March 11th, 2008, 06:43 PM
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National Security Advisor
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Join Date: Nov 2006
Location: Oxford, UK
Posts: 5,921
Thanks: 194
Thanked 855 Times in 291 Posts
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Re: Tartanians
The trouble is in the end game that ordinary troops are too easy to wipe out with remote damage spells and Ghost Riders (Ghost Riders, in particular, is nuts). So in the extreme late game SCs seem like the only option.
I should add that I am not very experienced in the end game, and may be simply wrong.
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March 11th, 2008, 07:25 PM
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Sergeant
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Join Date: Apr 2007
Location: Texas/Ohio
Posts: 363
Thanks: 11
Thanked 72 Times in 21 Posts
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Re: Tartanians
A little off topic, but a question regarding the alternatives to Tartarians: Iron Dragons, Abominations, etc. How does one go about making these units effective for end game? Is GoR still the the way to go? Or any of these units hiding magic paths? Etc.
Also, I think it stinks how end games "devolve" into Tartarian summoning contests.
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March 11th, 2008, 07:32 PM
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Brigadier General
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Join Date: Oct 2006
Location: Northern Ireland
Posts: 1,923
Thanks: 2
Thanked 5 Times in 5 Posts
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Re: Tartanians
Iron Dragons/Abominations ect are just good units. Probably not as efficent as tartarians, but still nice. An army of units like those backed by some SC killers(mages or your own specially kitted out SCs/thugs) can be pretty hard to remove without really high level magic which often has counters of its own.
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March 11th, 2008, 07:37 PM
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General
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Join Date: Feb 2007
Location: R'lyeh
Posts: 3,861
Thanks: 144
Thanked 403 Times in 176 Posts
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Re: Tartanians
Quote:
OmikronWarrior said:
A little off topic, but a question regarding the alternatives to Tartarians: Iron Dragons, Abominations, etc. How does one go about making these units effective for end game? Is GoR still the the way to go? Or any of these units hiding magic paths? Etc.
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There's not as much use in GoR'ing the Abominations since they are lacking slots. They're best accompanied by mages that can buff them with, for example, Army of Lead, Mist Warriors, Will of Fates etc.
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