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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. |
Re: Tartanians
Good suggestions, RonD.
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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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Re: Tartanians
Speculated in insanity-caused break-frees.
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Re: Tartanians
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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. |
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. |
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. |
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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Re: Tartanians
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