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Old January 28th, 2004, 03:30 PM

Chris Byler Chris Byler is offline
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Default Re: Why does Desert Tombs suck?

Quote:
Originally posted by Norfleet:
Probably because it's a death scale theme that makes use of living units. Since taking any death scale kills all of your people rapidly, you won't have any way to support those living units, and if you can't make a full conVersion to undead units, you're screwed.

Plus it costs 200 points.
Death scale is not the same thing as killer dominion.

Death scale kills population VERY SLOWLY, reduces supply and reduces income slightly. In practice the supply reduction is the most important effect, IMO. (The income isn't totally negligible, but it's easily worth 40 points if you don't need the supplies.)

Killer dominion is a special effect of the Ashen Empire, Soul Gates and Carrion Woods themes. It kills population fairly fast, and those themes should not rely on having living population for very long. This is a serious weakness for Carrion Woods which has capitol-only troops (is there any way to use them after turn 20 besides wishing for population?), but Ashen Empire and Soul Gates don't really mind.

All three of these themes also get free troops in their dominion to balance it out, but CW is still hurt by the loss of its capitol-only troops. (Illwinter: why not remove the capitol restriction so that CW can build them in newly conquered areas that haven't yet been destroyed? Or give CW a minor +resource site that would still allow some production after the population has been killed?)


The main advantage of Desert Tombs is that it has unholy priests that can reanimate and DOESN'T have a killer dominion (a combination it shares only with Broken Empire, IIRC). So it can still use living units pretty well (it has most of the normal C'tis lineup), plus the tomb kings, tomb wyrms and other undead reanimation (in addition to undead summoned by the sauromancers).

The main disadvantages of DT are that it requires death 2 and heat 2 (a double hit to your income as C'tis prefers only heat 1) and then costs 200 points taking more than all the points you got from those scales (while C'tis normally relies on its 40 points for heat 1 to stay competitive; with the weakness of their normal troops they REALLY need a magic scale, and order too to pay for plenty of sauromancers and shaman). And, of course, undead are easily countered by anyone who knows what they're doing, and a reanimation-based setup is too slow to get an early lead (something C'tis already has problems with).

I'd like to see DT cost decreased to 100 - maybe less. They lose two powerful sacred troops to get the very gem-expensive tomb kings; it's hard to have more than a few tomb wyrms and they aren't even that tough; and spending early death gems on reanimators guarantees a slow start. They need a strong God to counteract all this.

One possible improvement (aside from/in addition to a cost reduction) - give them back the default sauromancer, and turn the new (fire) sauromancer into an undead that can be summoned for gems (no more than a dusk elder because he isn't ethereal). Default SM supports a mixed living/undead army better (nature is big in a death dominion, plus he has manikin ability and poison spells), but the new SM is also good with skeleton archers, a wider spread of search/forge potential (combined with shaman or normal SM) and potentially King of Banefires (so you can get him without having to design your God for it). Having both would give DT a bit more value for those 200 points. Also, the undead SM would be nice if you have to fight in cold provinces - living SM get messed up pretty bad by cold scales.
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People do not like to be permanently transformed and would probably revolt against masters that tried to curse them with iron bodies.
Pigs, on the other hand, are not bothered, or at least they don't complain.
-- Dominions II spell manual
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