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On the effective early use of Pretenders in combat
How do effective Dom2 players use their Pretenders in combat in early game expansion?
Particulary, how strong a Pretender does one need? What spells are most commonly used on these pretenders for protection? What types of items are generally required for pretection before sending your Pretender off into battle? These questions are mainly to figure out how to prevent the Pretender from racking up afflictions, or dying. How many standard troops ought to be brought into battle with the Pretender, if we are talking about basic missile troop and footman type of units. Finally, do you send the Pretender in straightaway after buffing with any necessary protection spells, or do you try to get a few rounds of offensive spell casting in as well? |
Re: On the effective early use of Pretenders in combat
There's sooooo much here.
Firstly, let me start off by saying I very much doubt I am an "effective" player. http://forum.shrapnelgames.com/images/icons/icon7.gif But I wanted to answer your questions with another question, before offering my own pitiful advice. http://forum.shrapnelgames.com/images/icons/icon10.gif What nations are you thinking of, specifically? Pretender choice/Magic paths are chosen within the framework of a national identity. Any spells and items which protect your pretender from either picking up afflictions or being hit at all are good - Lucky Coin, Pendant of Luck, Body Ethereal, Protection, Mistform, etc. Regeneration and reinvigoration items are also quite helpful. In general, if I'm trying to build an SC I go whole hog - I like to be able to send the pretender in by him- or herself. For solo SCs, I really like the Wyrm with Astral 5 (casting Astral Shield, Astral Weapon, and Body Ethereal on himself before the enemy gets there), the Nataraja (with some Ice Swords and a Lucky Coin), and the Earth Mother. The Vampire Queen is outstanding, too, because of all her great innate abilities...so you can spend your forging time on other items for her. But as I said, I don't know if I would consider myself good. I win more than I lose against the AI, but that isn't saying much. EDIT: Oh, the Shedu and the White Bull make really good solo SCs, too. [ March 25, 2004, 22:06: Message edited by: fahdiz ] |
Re: On the effective early use of Pretenders in combat
The vampire queen with 2-3 earth perhaps 2-5 astral is great. Being immortal it has no problem with dying or afflictions, and it can kill most indies with some alteration research and ironskin-personal luck-earth might-attack.
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Why not just pick a Red Dragon? You get a great "static" Pretender in the form of a sage plus a flying fire-breathing killing machine that can take out entire armies with ease.
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Imho there are only 2 ways to have your pretender doing melee at the beginning of the game: 1. Pretender is immortal/recuperating with the first beeing better. 2. Your Nation has strong nature magic for fairy queens and gift of health. Sadly, those points often go hand in hand with each other. You will have nations like Pangaea with both and Caelum with none. I actually tried the Nataraja with Caelum, 4 ice swords, some air armor (cant remember which) and some other items you get early game. This worked for 2 or three fights until he lost one arm, and went downhill from here. |
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A Vampire Queen with a black steel plate armour (an Ulmish master smith and many other earth mages recruited in round one can make one in round two) and orders "attack rear" will destroy nearly any group of independents you throw her at, even strength 9 independents. You can have her conquering provinces single-handed from round 3, and if she ever dies, just make sure you have a new set of armour ready so you avoid wasting turns. Add other cheap items (a horror helmet is another favourite) as circumstances allow, but don't waste resources on expensive items or research just for her sake in the early game - she does not need it to conquer. |
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It also depends on the starting spell of the nation. If you are playing Abysia or Marignon for instance, you can take advantage of the offensive starting spell by making a pretender with high fire-magic. These types of battle-mages are also less likely to get afflictions, but of course need some backup to keep the opposition at a distance, unless you go with the Phoenix which does not mind going down in flames with an affliction or two, since it is immortal like the vamp queen.
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What really makes her go (IMO) is a combination of a life sucking attack, etherial so hard to hit, and 0 encumberance. The 0 encumberance really makes a difference at the start of the game. Many other SC's have the problem of running out of endurance but she just keeps killing. She's my favorite SC right now. Anyone else want to share their favorite SC's? Maybe something is better (in the early game) than the vampire queen, if so I want to hear about it! |
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The Vampire Queen is definitely a beastly SC chassis, with a host of innate abilities and a full set of equipment slots. The Vanheim Allfather is another good one: Mounted, so armor encumberance can be ignored, a low base encumberance value of 2, which drops to 1 with experience (and is unaffected by armor), and built-in Glamour/Mirror Image and flying. |
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Personal regeneration (low level, 2 Nature I believe) or a Ring of Regeneration help quite a bit in preventing afflictions. They can usually do weaker independents no problem since they flee fairly quickly but they might get an affliction or two on something stronger. And anything can be a SC with Arco since their priests heal afflictions. Oh, and anyone with a high level of death magic and level 3 Enchantment can take weaker independents with just Raise Skeletons. A Prince of Death with 2 level 2 death mages (positioned slightly to the rear and to the side of the PoD to avoid stray arrows) backing him up can handle pretty tough independents by themselves with just that spell. It's like an instant army. |
Re: On the effective early use of Pretenders in combat
Huzurdaddi --
Caelian ice weapons do, in fact, count as magic. http://forum.shrapnelgames.com/images/icons/icon12.gif So there's your flying, magic-wielding opposition right there... |
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Does anybody use those immobile pretenders? In one of my first demo games I used the Glyph. I didn't realize at the time that there's a very good reason why it was zero points. All you can do with them in the opening few turns is research, right?
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Re: On the effective early use of Pretenders in combat
Immobile pretenders certainly have their uses. The are typically cheap and have high starting paths and dominion while having low path costs, which means you can get either stronger ritual magic, better blessings, or better scales. Best for longer games, though, where their magic and dominion can really shine.
Don't choose the Sphinx, however. It has no redeeming abilities whatsoever as it is inferior to the Sacred Statue, the Monolith, and even the Oracle - but costs more. |
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So taking her is a little of a crap shoot (with good odds!). Against almost anyone she rules in the early game, but she has problems against Caelian. Quote:
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So let's hear some more early game (and if you wish late game) SC's. Let's see if anyone can de-throne the vampire queen! I'll put in a vote for the Son of Niefel. He's cheap, he's big, he's tough. With boots of boots of Behemoth he's super, sadly that's not going to happen for some time since Jotunhiem does not have access to earth gems ... pitty. So while I think he has potential he is not going to be beating any strength 6+ independents by himself for a little while. [ March 29, 2004, 18:17: Message edited by: Huzurdaddi ] |
Re: On the effective early use of Pretenders in combat
The Vampire Queen really does rock...
...but I also want to put in my vote again for a Wyrm with Astral, researched up to at least Astral Shield (but Body Ethereal doesn't hurt either) with a Pendant of Luck and a couple of nice helmets. He can really eat indie provinces like M&Ms...and he also shares the VQ's ability to attack water provinces unhindered. |
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The VQ is actually a poor amphibious attacker early in the game, because she has poor hitpoints and protection, and will not survive the round 1 Triton dogpile without items, since there is no time to cast spells. Wyrms are much better at this, but may rack up a lot of unpleasant afflictions from it. |
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The VQ is actually a poor amphibious attacker early in the game, because she has poor hitpoints and protection, and will not survive the round 1 Triton dogpile without items, since there is no time to cast spells. Wyrms are much better at this, but may rack up a lot of unpleasant afflictions from it. </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">Bah. Of course you're right, Norfleet. Mea culpa. I just take Water 2 on my VQs so frequently that I forgot she wasn't amphibious. http://forum.shrapnelgames.com/images/icons/icon7.gif I always try to take the Icthyid (sp?) water provinces before tackling the Tritons, too. VQs with Quickness and Breath of Winter can be really, really devastating solo combatants. |
Re: On the effective early use of Pretenders in combat
VQs are really nice... but I'm not sure that they're ALL that... still only got 23 hit points. And no protection to back her up when the odd hit does get through the etherealness.
I mean, ethereal != invincible. It means you are 75% less likely to be hit my non-magic weapons... but with only a 12 defense and 0 protection, that's pretty much the only thing you've got going. In addition, her natural paths don't really do much for you in the SC arena. It's pretty hard to put a price on immortality though, as it allows you to take chances in the early stages that you wouldn't normally, because the consequences are so minimal if she bites it. |
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[ March 29, 2004, 22:30: Message edited by: fahdiz ] |
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Don't get me wrong, she's fantastically powerful... especially early. But she has two glaring weaknesses: she's undead (spells and weapons made specifically to f-up her day), and she's fragile (relative to other SCs). With a suit of armor and against indies inside your own dominion, this is not a problem... but if your expansion can't exceed your own dominion spread, how much advantage are you really getting over other SC pretenders? It really doesn't take long for a Void Lord or Nataraja to get up and running... and they can fight effectively in other dominions... so they can pretty quickly catch up to whatever gains you might have made due to the VQ in the first 5 turns. All IMHO of course... and I'm biased, since I've recently fallen in love the Void Lord... nice size 6 with 88 hp, protection 14, Encumbrance 2, cause fear(+5), and an extra life drain attack... natural paths of Astral/Water... yummy. Of course he's R'lyeh only, so that pretty much invalidates my point about the Black Steel plate being Ulm only... but, whaddya want; I'm a hypocrite. |
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If you did add strength... *shudders* [ March 30, 2004, 00:26: Message edited by: AhhhFresh ] |
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Yeah, Black Steel Plate would do the trick... but who else besides Ulm has that as option in the early going? [/qoute] Well through alchemy many races have quick access (by turn 5), although she will have to do the crafting. But it's not a bad thing to have her be a little of an earth mage too, more protection. Quote:
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Further talking about the VQ having a weakness since she is undead, he is a magical being and that means that there are some weapons (hello moonblades) which will kill him pretty quick. |
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Based on the comments here, the number of Pretenders that are optimally effective in melee in the early going seem fairly limited: dragons, Natarajas, VQ, maybe Phoenix, White Bull and Shedu?
How about using Pretenders as magical artillery? Is this more or less common than using them as SC, and is it more or less effective, or about the same? |
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I can have Alt 3, Enc 1 (maybe 2)... and 2 Ice swords... Thus: (Ouickness)(Body Ethereal)(Personal Luck) (Breath of Winter) With a protection of 14, Defense 20 (thank you ice swords), HP 88, Etherealness and Luck, Breath of Winter and Fear... encumberance 2, with a life drain attack. And of course that's only the beginning... regeneration will be there next turn... astral shield soon after... add a Horror Helmet and... well, you get the picture. My major point is, that having an "invincible" SC by turn 6-7 is not that hard. VQ's are great, but I don't think they're as uber as they're made out to be. |
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But I imagine somebody who's familiar with a Nataraja SC, could get them fully equiped in a similar amount of time... The Bulls are nearly unstopable beasts with only Enchantment 2 researched. To me, effectively battling Indie Str 6+, is not much of a challenge... tons of pretenders with a little research or a few items can tear through indies. So when I look at a SC, I look at how effective they'll be against other SCs. Which is where the VQ seems really lacking to me... 23 HP, 0 base protection ... Etherealness is worthless vs. magic weapons... and that shiny suit of black steel plate is worthless vs. armor peircing... and that undead nature means that there are a bunch of weapons that do x3 damage to her... Off the top of my head, I can think of the Flambeau which is high damage, armor peircing, and x3 damage vs. undead... and available at construction 4. Of course the VQ is immortal, so she can come back to die again... uhm, great. Maybe Norfleet can come in and show me where I'm wrong about this, but I just don't see it. [ March 30, 2004, 18:01: Message edited by: AhhhFresh ] |
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However I find that I can forge the armor with alchemy about the same time that I get quickness/stoneskin. And then I am ready to go, and you protection is near 30. That makes it quite difficult for indeps to do any damage at all. Quote:
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Huzurdaddi - you mentioned a reluctance to taking Astral on an SC, probably due to Mind Duel...but I think you might reconsider and stick Astral 5 on a Wyrm. Talk about an SC! Research up to Astral Shield and let him rip through the indies. It's really amazing...
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Apart from the threat of battles, I have not tried it, but I assume i sucks big time to be mind-dueled to death in an assassination attempt by a R'lyeh Star Child. http://forum.shrapnelgames.com/images/icons/icon10.gif |
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It might be possible to do it a turn faster by alchemizing your astral income to fire gems... but it's probably not worth it, since you're gonna need those when you get to Construction 2. Quote:
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With scales of: 3 Order, -3 Sloth, 3 Magic Dominion:4 0 Point Kelp Fortress The dominion is quite low for an SC, which is why I like the 88 base hp... so I can fight outside it... and just build temples and cheap indie priests... and I make an assasin or scout my prophet, to extend dominion ahead of my Void Lord. The castle is not much of a weakness, as resources are largely irrelevant to R'lyeh... and you actually end up with a mausoleum if you beuild a fortress above the waves, so it's like a free 40 points. Quote:
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Though, if they don't slap some armor or her or learn to cast stoneskin, they are going to be disappointed. EDIT: Magic for Void Lord pretender was off. [ March 30, 2004, 19:37: Message edited by: AhhhFresh ] |
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It may be unlikely, but it does happen if you get attacked by enough troops, even if you are ethereal, lucky, and have exceptionally high defense and protection. |
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It may be unlikely, but it does happen if you get attacked by enough troops, even if you are ethereal, lucky, and have exceptionally high defense and protection. </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">You forgot the regeneration, which lowers the chances further, right? I'm sure it can happen... but I like my odds with 3 attacks per round, plus quickness, plus breath of winter, plus astral shield, plus fear +10... I'm pretty confident that the attackers that aren't dead, frozen, paralyzed, or running away: can't hit or hurt him. I guess I'm "reckless". http://forum.shrapnelgames.com/images/icons/icon12.gif And anyway, that's partially what the nature is for... either Gift of Health or a Fairy Queen mid game. |
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Of course you need some screen of troops and this isn't answer for all -strategy, but if you're looking for an artillery support from the start, the darts are an option. With fire9 as an added bonus: flaming weapons bless effect. I'm quite uneasy trying to thug my way with expensive units (dying, wounding, etc) and found that one approach a bit more forgiving than a melee pretender when I had to quickly come up with something for a MP game few months back. |
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And the Void Lord can't go blind, so he's at least immune to that particular ticket to the SC retirement home. http://forum.shrapnelgames.com/images/icons/icon10.gif |
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However after reading how Zen is so afraid of astral on SC's I decided I should try something else. Quote:
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leech whenever I use these all I see is them raining everywhere but on the enemy http://forum.shrapnelgames.com/images/icons/icon7.gif Quote:
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Anyway to summarize what we have so far: The VQ is an excellent combat pretender by turn 3 (if ulm) or turn 5 for many other races. She can fly which gives strategic options. However she is not the most uber of all pretenders in 1v1 combat. The Void Lord is an excellent combat pretender who takes about 7 turns to take off (if you research hard). He also requires pretty harsh scales to be truely excellent (due to cost of magic paths) however he will obliterate any independent, and will do well in 1v1 combat later in the game. Anymore good SC's to add? With accompaning magic paths, items, and turn by which he/she becomes Ub3r. [ March 31, 2004, 01:52: Message edited by: Huzurdaddi ] |
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The reason why you are getting more afflictions is because the chance is related to what percentage of your HP the damage you receive is. So the lower your hit points, the more likely you are to get an affliction. Not a big deal for a VQ though. I feel that things like Astral Shield and serious Fear effect are very important, because they reduce the number of attacks that come at you dramatically... Being a walking blender is helpful too (understatement)... but that's hard to balance with not falling unconcious due to fatique... because I'm not sure what the exact numbers are for what that does to your defense and protection, but I'm certain it's really really bad. http://forum.shrapnelgames.com/images/icons/icon10.gif Oh, and I never invade a Lizardman province with my SC... curse is, uhm, irritating. [ March 31, 2004, 03:22: Message edited by: AhhhFresh ] |
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Given you roll a 1, then if he rolls a 5 or 6 you die. Given you roll a 2, then if he rolls a 6 you die. Total probability of death: 3 / 36 or 8% of the time your SC will die. Or put another way it takes on average 12 level1 astral mages are required to kill you. For level 2 astral mages the chances of dying are 6 / 36 or 16%, and it takes on average 6 mages to kill you. If on a tie nothing happens then you are pretty safe, only a 1 / 36 chance of dying against level 1 mages and 1/12 chance of dying against level 2 mages. So level 5 is not great defence. Level 6 defence is great. And level 7 is SUPER. |
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I have a hard time imagining anybody massing mind dueliests without somebody carrying a Banner of the Northern Star or casting Light of the Northern Star to boost the horde of duelists to astral 2. Which gives you a 5 to 2 situation. As Astral duel is determined by adding 1d6 (closed) to the astral rank with ties killing both duelists, the odds of killing off the Wyrm are actually pretty good. Using this comparative chart, we see that with the +3 advantage, the Wyrm has a 16.725% chance of dying each duel, for a 1-(1-0.1675)^n risk of dying against n duelists. For n=6 that is 66.7%, for n=10 the risk of the Wyrm dying is 84.0%. On the other hand, we might be in the situation that there was no Banner of the Northern Star or (more likely) one in which the Wyrm also boosted by 1 (e.g. Power of the Spheres, Light of the Northern Star), leaving the Wyrm with an effective +4 advantage, which translates into a 1-(1-0.08402)^n risk of dying when facing n mind duelists. For n=6 that is 40.9% risk of dying, for n=10 it is a 58.4% risk. Near guarantee that the Wyrm will win every duel? I think not. And if the side massing low-level astrals began using communion before mind duel, I really don't know what would happen. http://forum.shrapnelgames.com/images/icons/icon7.gif An advantage of 6 makes you immune (until the opposition communes or boosts), an advantage of 4 on an extremely important unit (such as your pretender god) makes you a target. (Note that the risks are very slightly off, as the percentage chance of dieing was based not on actual probabilities but Saber Cherry's statistics based on 2,000,000 tries) [ April 01, 2004, 05:26: Message edited by: Peter Ebbesen ] |
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Forgive me for asking. But is it really likely that someone would bother building lots of astral mages and telling them all to mind duel....when most of the time that your fighting the enemy won't have any astral mages in their army, or if they do - you can't be sure of it beforehand ,so you'd be wasting your time (unless you're at war with an astral nation, but there arn't many of those...)
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And if I do not know the stats of an enemy combat pretender god before it comes to serious battles between our forces, that should be reckoned a serious failure of information gathering on my part. Forewarned is forearmed. I am not advocating having all your low-astral mages constantly on mind-duel as action #1 (though that does make sense at times), but certainly as a viable strategy when defending a province the medium-skill astral unit is moving through or when attacking the province it is stationed in. Worst case, there are no astral opposition in the province you attack, and your astral mages will use other magic than mind duel sinse there is no legal target for the spell. Astral 5 (against human opposition) is just too little to feel safe unless you are an immortal for whom dying is just a way of life... Or death, as it may be. http://forum.shrapnelgames.com/images/icons/icon7.gif Now, if the astral 5 Wyrm is equipped with a Starshine Skullcap and a Crystal Coin (taking up two out of its four precious equipment slots, but needs must when the enemy can field astral mages), and casts Power of the Spheres and Light of the Northern Star, THEN it can probably mind duel just about anything (except for a high communion) to death and a low-level astral death squad would get a nasty surprise. http://forum.shrapnelgames.com/images/icons/icon7.gif |
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(Communion Slave)(Communion Master)(Mind Duel) Besides being 3 actions, increasing the chances that you mage will be dead before he can mind duel... Other than that, the only reason I can see not to do it would be if the "spell affects every member" effect of communion had meant that if one member of the communion died from a mind duel, they all did. But I don't think that's the case is it? I can't seem to find much information on it... |
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Anyway this is why I was saying taking astral 7 on your original pretender was a good choice. Was there any other reason that you did it? Of course you are stuck since that pretender chasis has astral already built in. |
Re: On the effective early use of Pretenders in combat
For my part, as far as a Magical Attack pretender, I have yet to see a better one than the Phoenix. I typically go for a Fire9/Air6 Phoenix, especially if I have sacred troops. In any event, once you have Flame Darts, you're pretty much good to go. Air Shield goes up first round if there are archers, and then you just wade through them. If they get to you, you have nice 'personal range' effects to deal with them like Burning Hands or Shockwave (is that what it's called?) and whatnot.
After getting Flame Darts, you can either continue to get better options, or you can switch to get Flame Shield or more defensive options. Anyway, my thoughts on Artillery Pretenders. |
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