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September 11th, 2004, 04:44 PM
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First Lieutenant
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Join Date: Jul 2004
Location: California
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Re: 10 Magic Strength Pretenders....
Quote:
Cainehill said:
I've also been asked, "What is Astral doing on your Ghost King???" On a large map (one of the Cradle Versions), I figured my GK could easily avoid astral assassins, and would otherwise only be in danger if the home castle was endangered (scripting the recall spell).
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What units are used as astral assassins?
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September 11th, 2004, 04:47 PM
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Major
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Re: 10 Magic Strength Pretenders....
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Vicious Love said:
Also, would the Armor of Virtue make him more frightful than the Stymphalian Wings?
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No, and neither would a Shroud. A pretender can't get his own blessings back from these items.
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Death 10 blessing on an undead unit, how much is that?
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Fear(+5). You can also get a cheap Fear(+21) on a Mound Fiend if you give him a Shroud and an Horror Helmet.
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God does not play dice, He plays Dominions Albert von Ulm
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September 11th, 2004, 06:09 PM
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Shrapnel Fanatic
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Join Date: Oct 2003
Location: Vacaville, CA, USA
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Re: 10 Magic Strength Pretenders....
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En Forcer said:
Oh you are absolutely correct. It is not the most EFFICIENT use of design points.
BUT I wanted to pursue this path to research the FUN factor of having a totally overpowered pretender on the field and what the differences might be between the different paths. See what the bless effects were like.
So you are right. This is not the best way to go. I would even argue that having a 9 anything pretender is not a good idea or worth it.
But it is kinda fun...
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I did a series of tests using maximum harsh scales to get maximum blessings. I was able to get all 4's plus a 9 or a couple 9's even. My final judgement was that it could be a viable strategy for the right person. Various nations have immunities (or even preference) for some harsh scales so that only about half of the scales were really affecting them. If you took really low dominion and cheap castles you might even manage to keep your main armies outside of the affect of your scales entirely. For a nation with really good sacred units it could be quite a power punch. Unfortunately it took more careful managment than I can do.
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-- DISCLAIMER:
This game is NOT suitable for students, interns, apprentices, or anyone else who is expected to pass tests on a regular basis. Do not think about strategies while operating heavy machinery. Before beginning this game make arrangements for someone to check on you daily. If you find that your game has continued for more than 36 hours straight then you should consult a physician immediately (Do NOT show him the game!)
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September 11th, 2004, 10:33 PM
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Private
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Join Date: Sep 2004
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Re: 10 Magic Strength Pretenders....
Quote:
Gandalf Parker said:I did a series of tests using maximum harsh scales to get maximum blessings. I was able to get all 4's plus a 9 or a couple 9's even. My final judgement was that it could be a viable strategy for the right person. Various nations have immunities (or even preference) for some harsh scales so that only about half of the scales were really affecting them. If you took really low dominion and cheap castles you might even manage to keep your main armies outside of the affect of your scales entirely. For a nation with really good sacred units it could be quite a power punch. Unfortunately it took more careful managment than I can do.
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Ermor under Ashen Empire or Soul Gate can pretty much be hammered on the harsh scales. I'd usually take turmoil, sloth, death and misfortune 3. The misfortune 3 sounds like a good idea (ie, you'll get more corpses through random events) but it's not that great because I find you get an awful lot of emigrations instead. That's ok though, as they'll be dying eventually.
I'm still pretty new to the game but I'm finding Ermor's Ashen Empire to be incredibly overpowered (at very difficult AI) using harsh scales, a 9 death magic Prince of Death and a 9 starting dominion.
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September 11th, 2004, 10:48 PM
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Lieutenant General
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Join Date: Feb 2004
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Re: 10 Magic Strength Pretenders....
Jim, the AI is well known to be unable to handle undead hordes such as Ashen Empire Ermor's. If you're playing SP, you really should eliminate it from your roster, either for you or even for the other AIs.
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September 11th, 2004, 10:57 PM
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Major
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Join Date: Jul 2004
Location: Alexandria, VA
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Re: 10 Magic Strength Pretenders....
Quote:
Graeme Dice said:
They are only W1N2?1, which is my major gripe with the theme.
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I found this out the hard way, never having played Serpent Cult Pythium before my game mentioned above. I had to have a thistle mace with nearly every mage I owned in order to cast charm. One thing I did like is the W1 with those guys for the quickness.
I had heard that SC Pythium was not very good. I think this is mostly correct, but I wish the game could have Lasted long enough to have my 20+ nature-blessed berserked hydras fighting the 50+ devils. Would have been very interesting to see how it went. The devils are not fully immune to the poison.
I may have to test this out if I get some time.
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September 11th, 2004, 11:08 PM
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Private
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Re: 10 Magic Strength Pretenders....
Quote:
archaeolept said:
Jim, the AI is well known to be unable to handle undead hordes such as Ashen Empire Ermor's. If you're playing SP, you really should eliminate it from your roster, either for you or even for the other AIs.
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Actually I've was playing it MP (well 2 of us and 15 AI on Orania map) at normal level and we both crushed the AI out of sight. We tried at difficult AI and continued to crush the AI so I took up Caelum instead (my friend made the quantum leap from Ulm to Tien Chi ).
Looking through the archive, it seems I've picked another monster as my new favourite race. Dammit....I'll give Machaka a go next then.
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September 11th, 2004, 11:18 PM
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Lieutenant General
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Join Date: Feb 2004
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Re: 10 Magic Strength Pretenders....
also, the AI's have much greater difficulty w/ high indy str. As such, and perhaps counter-intuitively, crushing the AI's is much easier the harder you think you set it (indy-str-wise, at least).
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September 11th, 2004, 11:36 PM
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Captain
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Join Date: Jul 2004
Location: New York
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Re: 10 Magic Strength Pretenders....
Yeah the game we had panther was going quite well and was a lot of fun but the game got bugged because of the damn patch. It made the game so buggy that it actually time warped the game back several turns. Everything was just messed up. It was a shame we had to kill that game =[.
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September 12th, 2004, 12:43 AM
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Lieutenant General
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Join Date: Mar 2004
Location: Albuquerque New Mexico
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Re: 10 Magic Strength Pretenders....
Quote:
Thufir said:
Quote:
Cainehill said:
I've also been asked, "What is Astral doing on your Ghost King???" On a large map (one of the Cradle Versions), I figured my GK could easily avoid astral assassins, and would otherwise only be in danger if the home castle was endangered (scripting the recall spell).
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What units are used as astral assassins?
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I think R'lyeh has the only national assassins with astral - I should have said "astral hit squads", which are put together with the sole purpose of getting a chance to cast Astral Duel at enemy astral mages, especially the pretender.
Cheap disposable astral mages, perhaps using communion, aiming to get lucky, as even an S3 has a small chance of killing an S8.
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