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C\'tis strategy
I've been experimenting with C'tis (base theme). After a number of false starts the lizards started to make sense to me. Here's the strategy I'm using. I'm going to be starting a MP game with a friend tonight, so comments are welcome.
C'TIS (base theme) Pretender: Ghost King Magic: 2F, 3A, 2W, 3E, 3S, 5D, 2N Scales: 3 Order, 3 Sloth, 1 Heat, 2 Misfortune, 3 Magic Dominion: 6 Castle: Watchtower Pts left: 0 Research: - Alt 3 (mistform, mirror image, ironskin, personal luck, quickness) - Conj 1 (vinemen) - Constr 2 (ivy crown, dwarven hammer) - Constr 4 (winged shoes, wraithsword, skull staff, skull mentor, bag of wine, staff of storms, wallshaker, thistle mace) - Enchant 3 (raise skeletons) - Conj 2 (dark knowledge) - Conj 3(vine ogres) - Conj 7 (air queens in SP only) - Conj 8 (well of misery) - Conj 9 (ghost riders, tartarian gate) - Constr 6 (skullface, moonvine bracelet, etc) - Thaum 4 (gift of reason) GK is used for early expansion and site searching, stopping at Constr 4 to build a DH and SoS. Several Shamans with ivy crowns are set to summon vinemen, and any Sauromancer with 2N gets a thistle mace + ivy crown and set to summon vine ogres. Armies consist of Elite Warriors, Vinemen and Vine Ogres, backed by a Lizard King (with SoS) casting fanaticism and Sauromancers (with Skull Staff) casting Raise Skeletons. At Conj 8, GK casts Well of Misery. At Conj 9, Sauromancers with 3D get Skull Staves for casting Ghost Riders. At Constr 6, GK builds a moonvine bracelet for a 2N Sauromancer, then gets a Skull Staff + Skullface and begins summoning Titans. A question about Ghost Riders: say an enemy controls provinces A and B. The only retreat from B is to A. If I cast Ghost Riders on both A & B, is the army in B destroyed when it tries to retreat? |
Re: C\'tis strategy
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Re: C\'tis strategy
I would shoot for Const 6 before heading up to Conj 9. Also as pointed out there are some fantastic summons at Echantment 5 and 6... e.g. longdead archers, pale riders, and behemoths.
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Re: C\'tis strategy
Nagot Gick Fel said:
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Re: C\'tis strategy
> Pretender: Ghost King
> Magic: 2F, 3A, 2W, 3E, 3S, 5D, 2N I think that 3S is asking for trouble. There are indy mages that will happily duel you, and they will have a pretty good chance of succeeding. And of course, once you start fighting players, you will have to keep your pretender well hidden. I'd suggest you lose the nature (you will get it from your sauromancers) and even the fire (you will get a fire random and access to banefire archers) and beef up the air and astral paths. I would also not bother with Alt3. Alt2 is good enough for early expansion, especially since you do not have to worry too much about afflictions. I would use Astral Probing as much as Dark Knowledge... but first and foremost, I would play Miasma rather than Standard. Recently I had a chance to observe Miasma in the hand of people who knew what they were doing, and I was impressed. |
Re: C\'tis strategy
Interesting comments. I really like mistform and ironskin but I suppose he would do ok with Quickness, Stoneskin, Personal Luck and Mirror Image.
Miasma looked impressive in my test games. I wouldn't get quite the same ability to cast Ghost Riders though. How does this sound: C'TIS (miasma theme) Pretender: Ghost King Magic: 4A, 1W, 2E, 5S, 4D Scales: 3 Order, 3 Sloth, 2 Heat, 2 Misfortune, 1 Magic Dominion: 9 Castle: Watchtower Pts left: 5 Is that Last point of Dominion essential for Miasma? I assume research should target the nature and death summonings. |
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Re: C\'tis strategy
Whats SoS, sry but ima newb.
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Re: C\'tis strategy
SoS = Staff of Storms
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