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101 uses of Death 10 pretender
In multi games many people are playing death 10 pretenders. Why people choose death 10 for Ashen Empire / Sould Gate Ermor?
Any why the start with 10D for other nations? And why give death10 to a FoB? Please reply if you are a 10D player. http://forum.shrapnelgames.com/images/icons/icon7.gif Thanks! |
Re: 101 uses of Death 10 pretender
I am not a D10 player but the reason seems rather clear: D10 gives a very nice fear for all blessed troops. When playing nation with cheap sacreds (flagellants?) mass them all together and as their effect is cumulative watch as indies, or normal armies, flee before taking a single hit. Helps initial expansion massively for some nations. Also, D10 can be very useful later in the game as many death summons give more troops for higher level caster, making your pretender essentially into a very efficient undead factory.
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Re: 101 uses of Death 10 pretender
Reasons I can see:
- Improved Fear Aura on sacred troops and pretender, IIRC the Fear Aura gets bigger at +5, +10, +15 etc. so having a multiple of 5 can be seen as a step towards optimizing the Fear effect - Turning expensive living mages to undead to save on upkeep costs - Better bang for your bucks on some reanimations/conjurations (eg, Summon Ghosts) - Lowered resistance of targets for resistable rituals (eg, Leprosy) or battlefield spells (eg, Terror), or increased damage (eg, Cloud of Death) |
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Isnt there also some nasty global spells for 10d?
For anyone with cheap sacreds that they tend to use as sword fodder, that "death curse" isnt a bad add-on also. Im not so much for maxing an single field as in doing combos. There is a playable strategy for maxing all the bad scales and taking more blessings. Not a total ultimate strategy and not easy to play but a fun one to consider. You can get all 4's and one or two 9's from it. [ March 27, 2004, 14:57: Message edited by: Gandalf Parker ] |
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IIRC Utterdark is the only 9D spell, and there is no 8 or 10 D spell. Bone Grinding, Tartarian Gate and Undead Mastery are 7. I think there is no 10th level spell in the game at all.
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Anyway, how many people actually take high blessings for MP games? I've not really seen anyone doing it. Though there are several reasons for it... national sacred troops are poor (too expensive, whatever...), need points for other scales, etc... I personally enjoy the blessings, but I can't see using them in a serious MP game. Perhaps for some nations, but overall... They just don't seem worth the opportunity cost. |
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Its rather a specialized tactic. It either works really REALLY well in an MP game as a surprise, or it fails miserably and early.
But I have a number of such variations in my bag of tricks. Having a favorite nation with a favorite strategy that does well in MP games is kindof a baseline. Everyone should have that. But if everyones baseline is too average then the game is just a really long juggling for position. In a game with many people playing their middle-of-the-road strategys, an extreme strategy has a chance to shake things up. -- If you cant beat 'em, then join 'em. If you cant beat em or join em, then at least try to surprise them. |
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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. |
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Mictlan is the one nation that really needs to use (a) blessing(s), especially in MP. It probably can work for some others, like Niefelheim and Last of the Tuatha.
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[quote]Originally posted by Peter Ebbesen:
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When I first tried it I expected my home capital to fall quickly under the burden of horrible events but was surprised to find that not much happened to me for quite a long time. Well, more happened but not nearly as balancingly horrible as I expected for all the gain. |
Re: 101 uses of Death 10 pretender
Having 10 in one path means the combat spells also cost 1/9 the fatigue. Powerful combat spells which had very high fatigue costs can become castable every combat turn. You can also add some bonus items to get your power up even farther.
PvK |
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The fatigue is only divided by the amount your skill EXCEEDS the requirements (+1). That is, with Death 10, you will have 1/9 the fatigue of Death 1 spells, but you will have 1/2 the fatigue of any Death 9 spell. As an example, Master Enslave (Astral 9, 800 Fatigue) is virtually uncastable by a lone mage. Without additional gems to lower the fatigue, you'd have to have Astral 12 (3 additional levels) to cast it at 1/4 the cost, which makes it 200 fatigue - so for the mage to cast it alone, I believe you need Astral 13. A good number of Communion Slaves will lower the requirements, though you may well end up killing the slaves. |
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Thanks PhilD. I knew that, but didn't convey it in what I wrote. Still, the more skill, the less the fatigue, which can be allow you to cast many of the more powerful combat spells, which would otherwise take all your fatigue to cast and/or gems, etc.
PvK |
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Um, Phil, not to nitpick, but if you have Magic Level 10 in anything and cast a level 1 req spell, you get 1/10th the fatigue, not 1/9th.
It's (according to everything you can get your hands on, including your own formula! http://forum.shrapnelgames.com/images/icons/icon12.gif ) 1/[(Your Level-Req Level)+1] Or, in this case: 1/[(10-1)+1] Or 0.1. http://forum.shrapnelgames.com/images/icons/icon7.gif Just a point. Wyatt |
Re: 101 uses of Death 10 pretender
Getting back to the original topic... http://forum.shrapnelgames.com/images/icons/icon12.gif
I tend to take a Death-10 Pretender when I play C'tis. Note that I still only have the demo, but the ability to rout entire armies with Terror cannot be underestimated. With a Saurolich or Prince of Death, C'tis can use this to take many provinces early. I generally play on lower Indep. Strength, so this might fall into the equation somewhere, but OTOH, you have a greater chance of hitting something with the Terror. Please note: I generally do _not_ take Death-10 if I'm playing for a Bless strategy. With the Serpent Dancers, Air is almost essential, and you can combine it with either Fire or Water (Fire is easier, with the Phoenix) for a really brutal combination. I was hoping that Death-9 might turn the Sacred Serpents into Tomb Wyrms, but it doesn't seem to, which I find distinctly odd. Ah well. Bayushi Tasogare |
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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. |
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Panic -3. Thus panic (greater area) is better vs hordes of regular troops and terror better vs elites. |
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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 |
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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 |
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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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