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Old December 24th, 2003, 09:21 PM
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Default Re: Defining pretenders

Quote:
Originally posted by Endoperez:
quote:
Originally posted by Gandalf Parker:
The thing is that as we move into multiple player games, even sucky strategies can earn major bonuses for NOT being what others are going to do or expect. Dont toss things based on "good" or "not good". Classify them with "pros and cons" and keep them in them in the box marked "time for a change of tactics"

-- Even if someone cant be a good player,
they can be a surprising one.
And a surprise might be enough in itself to earn you a victory.
But, how are you going to surprise someone when you *need* to (that is, when the game is going adly), if you have "different tactics" -box full of different pretenders? It's not that easy to find a strategy that fits a pretender you created for different strategy... I admit, playing a game in which you create a surprising pretender can be fun, and you might even win. But playing a race that can win the normal way you have better chances of winning (I think).

Anyway, as I'm still waiting for my copy of Dom2, can anyone tell me is there any reason to play with Turmoil? As Maenad seem rather weak and I would like to use Pangaea's new strengths (seemingly Centaur warriors), and reading the Posts of this forum, it seems going for Order/Misfortune is much better. I hadn't realised it's 50% difference in gold if you go to Tumoil+3, and that definitely has an effect in play... I don't know what I'm supposed to do with that money.

You can take the middle of the road and have Order 0, Luck +3. You have less income but you'll have some luck events; and better results for "cross-breeding".

120 points are a big deal but if you intend to use a cheap pretender (e.g. Wyrm, Dragons), it's affordable.
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