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  #11  
Old March 26th, 2011, 06:11 PM

Knai Knai is offline
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Default Re: Beginning Super Combatants

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Originally Posted by thejeff View Post
But the fear is awesome. And he has full slots, which helps keep him useful late in the game.
The second point is the big one. A Dominion 9 or 10 Wyrm is way more dangerous than a Prince of Death with no items in the early game, and about as versatile when it comes to expansion (it lacks flight, but aquatic capability counts for a lot). By the end game a Dominion 9 or 10 Wyrm is a mediocre SC at best and decent thug at worst, which happens to spread dominion.
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  #12  
Old March 26th, 2011, 06:25 PM

thejeff thejeff is offline
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Default Re: Beginning Super Combatants

The nice thing about a pathless Wyrm, other than being a cheap SC, is that it's a poor man's immortal. With no magic to lose, once you've got a good stack of priests he's back a turn or two after he dies, no worse for wear.

Even late game, that's useful.
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  #13  
Old March 28th, 2011, 10:10 AM

Knai Knai is offline
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Default Re: Beginning Super Combatants

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Originally Posted by thejeff View Post
The nice thing about a pathless Wyrm, other than being a cheap SC, is that it's a poor man's immortal. With no magic to lose, once you've got a good stack of priests he's back a turn or two after he dies, no worse for wear.

Even late game, that's useful.
Yep, that is the other big advantage. I'm fond of using a pathless Wyrm as EA Arcocephale, as they lack elephants and as such don't have a great initial expansion. Moreover, they have the Priestess and its healing ability, meaning that little things like crippling injuries no longer matter. Plus, they will be useful for once mystic massing starts, because being able to pepper Mind Hunt all over the place is extremely useful in the mid game, particularly on defense.
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