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Re: Teleportig armies
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-Max |
Re: Teleportig armies
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Re: Teleportig armies
Or for a sphinx.
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Re: Teleportig armies
Quote:
-Max |
Re: Teleportig armies
Something to note with Stygian Paths, however, is that the movement is processed in the Movement Phase rather than the Magic Phase. It is strictly inferior to Astral Travel in this way.
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Re: Teleportig armies
I don't know that it makes the spell inferior - just different. For a start, it means you can spam off a couple of Ghost Riders at an enemy province and then walk in with your own army. The defenders may well have burnt their gems on the Ghost Riders, leaving you an easier fight.
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Re: Teleportig armies
2AN is an average of 3.5 damage per unit: it will kill 10% of 10HP units and many left will be in pretty bad shape. With 10MR you'll lose nearly 50% of the remainder from the MR Death Attack.
You wouldn't even want to take more elite recruitables like giants, Van, or Assartut: whilst you'll lose negligible numbers from damage, you'll still lose a quarter to a third with only 12 or so MR and they're very expensive troops. Good options would be demons and some types of magic beings, as they'd have 16MR (<13% lost) or more, and usually plenty of HP. |
Re: Teleportig armies
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Human: No, I'm a leader, not a follower. Van: How do you propose to get across the ocean then? Human: I'll swim! |
Re: Teleportig armies
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Re: Teleportig armies
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-Max |
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