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Re: 101 uses of Death 10 pretender
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Re: 101 uses of Death 10 pretender
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Re: 101 uses of Death 10 pretender
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Re: 101 uses of Death 10 pretender
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Then you will probably want the ability to rapidly build a fortress near your ever expanding frontlines, which means the 40 point Mausoleum. That should leave you enough points for THREE level 9 blessings and a single 4 on a Naga Chassis, or two level 9 blessings and 4 on the rest. Could be brutal. I have got to try that one out one day - sounds fun. </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">It could be fun, but I don't see how you will mass sacred troops with such a low dominion... A dominion of 3 would let you recruit only 3 per turn (assuming they are capitol only...) until you get enough temples built, and that's not so cheap now is it with your massively negative scales. I dunno, it's cute, but effective? Well I'd have to see it to believe it http://forum.shrapnelgames.com/images/icons/icon7.gif It would seem as though death9 (or 10) is perhaps a useful investment of points, but 3 9s... well outside of certain nations (Ermor) I can't see it as a competitive alternative to a less focused blessing strat. I do understand the 'fun factor' though, but I'm not concerned about the 'fun factor' right now, I'm more interested in successful high bless strats for competative MP games. Or failing that, just how many people would actually want to try a high bless strat for reasons other than surprise. |
Re: 101 uses of Death 10 pretender
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Panic -3. Thus panic (greater area) is better vs hordes of regular troops and terror better vs elites. |
Re: 101 uses of Death 10 pretender
Several nations have expensive and strong holy units that you can only afford 2-3 per turn anyway at first. I could see some of them being quite tough units with a bunch of blessings on them.
Jotunheim, Vanheim, Ulm, Man, Machaka, Marignon, etc. have powerful units that even if only built a few per turn, stacked with blessings, can be very strong. PvK |
Re: 101 uses of Death 10 pretender
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it was absolutely disgusting. I played on Aran, and I think I may have lost a grand total of 10 Serpent Dancers all game. When you combine that with a Lizard King prophet who got Heroic Quickness... it was pretty scary. As a note for the Luck thread, one of the first events I got in the game was the one that gives you a Hill Fortress (which was better than the one I started with). I had 3 Turmoil, 3 Misfortune, so you can guess how many lucky stars I was thanking. Again, old scales, but that's even worse, I think. Oh, and regarding Dominion, I think I had taken a 7 Dominion. This was actually a mistake, because until I took a couple of Provinces, I could only afford to get 6 Dancers a turn. Anyway, just my experience with it. Bayushi Tasogare |
Re: 101 uses of Death 10 pretender
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As I see it (remember, this is all based on projections, as I have not actually played such a strategy yet) a vital ingredient to the low dominion approach will appear to be to play either a nation with extremely tough (but capital only) sacred troops [Black Hunters, Niefel Giants) - where you are unlikely to be able to recruit more than a few anyhow, OR to play a nation where you can recruit the sacred troops in each fortress. (And remember that sacred commanders may do instead of sacred troops. I shudder to think of a an army of four or five Last of the Tuatha Sidhe or Vanheim Vans with two or three L9 blessings...) All things considered, Marignon comes to mind as probably the ultimate candidate for this strategy with BOTH cheap sacreds available in all fortresses AND tough sacreds available in the capital AND strong sacred mage/priests. |
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