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C\'Tis Desert Tombs -- 200 pts?
That is a lot of points! Is this correct? If so ... uhm .. why so many points?
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Re: C\'Tis Desert Tombs -- 200 pts?
The theory goes that having both holy and unholy priests (as well as killer dominion) is a major boost.
In practice, not all that is expensive is good. Some crap is just overpriced crap. |
Re: C\'Tis Desert Tombs -- 200 pts?
The de facto point cost is lower than that, because DT iirc requires +2 Death and +1 or +2 Heat, which gives you a 120 to 160 point rebate on the stated cost.
Then again, I haven't tried playing C'tis in any form, so I don't know much about the differences between its different themes. Edi |
Re: C\'Tis Desert Tombs -- 200 pts?
I would like to see desert Tombs without forced death scales.
Running out of money is even worse than with Carrion Wood... at least all CW only summons are able to research. With DT you will have to buy some living mages, as you will spend all your death gems on more unholy priests EDIT Is there any reason (storywise) why DT kills its inhabitants? As far as I can see, the Sauroliches start to reawaken the kings of old to defend C'tis against the Ermorian hordes... pretty useless if C'tis dies out in the process, or do I get this wrong? [ May 22, 2004, 21:06: Message edited by: PrinzMegaherz ] |
Re: C\'Tis Desert Tombs -- 200 pts?
You are forced to take those forced scales, so you cannot free as many points for pretender by taking negative scales as you would be if DT realy costed 160 or 140 points...
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Re: C\'Tis Desert Tombs -- 200 pts?
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[ May 23, 2004, 01:26: Message edited by: Norfleet ] |
Re: C\'Tis Desert Tombs -- 200 pts?
Sacred Tomb Worms
Bane Fire |
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Desert Tombs Ctis is akin to a kind of 'Rapture Ready' philosophy, where the inhabitants are quite willing to pass into death so as to rise again in the final struggle vs. true evil. Or something. [ May 23, 2004, 03:48: Message edited by: SelfishGene ] |
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Re: C\'Tis Desert Tombs -- 200 pts?
I use quite like this kind of tactic with DT:
Pretender: Great Sage 6Death and 1 in all others +1 order -1 death +3 warmth +3 magic +3 prod 0 growth Watch tower is enough Rest to dom strength And now to the game: - Build exclusively Sauromancers and once in a while a leader to command your troops - Research: 8 conjuration, 4 construction, 9 conjuration - Turn your only priest to prophet and make tomb wyrms - Your sauromancer death power varies from 3 to 4, if only 3 make after Well of Misery, The Staff of Skulls to raise it to 4. It's relatively cheap produce them at that point of the game, if you've searched magic sites with your sage. -By conjuration 9 you should have a nice pile of death gems and horde of level 4 death sauromancers. Now.. call Ghost riders. Why? *They are cheap (5D gems) *They rock *You can mass em to far provinces |
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Death-6 is not what I'd call a strong or really useful blessing, so the Tomb Wyrms are not-that-useful. With a 200 point cost just for the theme, you're going to be hard-pressed to cram anything passing as a useful blessing on to top of that without having crap-for-scales which will render the living components of your army irrelevant. |
Re: C\'Tis Desert Tombs -- 200 pts?
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Death-6 is not what I'd call a strong or really useful blessing, so the Tomb Wyrms are not-that-useful. With a 200 point cost just for the theme, you're going to be hard-pressed to cram anything passing as a useful blessing on to top of that without having crap-for-scales which will render the living components of your army irrelevant. </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">Well they are the one of the best free undead units. They have 10/11 (?) armor, 15 Magic Resist (most Undead have 9) - that can be buffed to 18, good attack although bad defense, and 39 (?) hit points. I can't rem off the top of my head, and don't have access to my Ctis games. They also don't have the 'Cannot Heal' flag that most undead are afflicted with. They're mainly banish tanks. Besides, Ctis undead are just ever so slightly better than your average undead, with usually 6hp over 5. The only decent blessing for them is either high Fear or 9-Fire for damage. Worms are obviously a middle-late game strategy. Make your Tomb King prophet, site search until your pulling in 8-12 death gems a turn, then start massing the undead. Usually i try to have a 2/1 ration of Unholy priests summoning Worms and Longdead, respectively. I like making a Wyrm SC with Ctis Desert Tombs to keep the middle game momentum alive. |
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