
February 9th, 2004, 11:11 PM
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Captain
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Join Date: Sep 2003
Location: New Mexico
Posts: 990
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Re: Jotunheim:Utgard AAR
Quote:
Originally posted by Arryn:
quote: Originally posted by Graeme Dice:
quote: Originally posted by Arryn:
But the seithkona cannot cast BE on the wyrm, which is the whole point.
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BE is range 1, so mages cast it on themselves, then the units in adjacent squares. Good point. Thanks. I keep making the same mistake of interpeting "1" as "0" somehow.
Still, isn't having a caster within range 1 of the SC just begging to lose that caster? In one of the battles I observed, had I placed one of my mages that close to my SC (regardless of the SC's position on the field), she would never have been able to move back to safety in time after casting the spell. I'm not all that willing to sacrifice 90gp casters. The SC does tend to be a magnet for the enemy ... which is fine with me as the Wyrm is rather hard to kill by mere mundane troops.
One tactic I use often is to leave the SC up front, alone, and the rest of the army behind a ways. The SC draws the enemy to it, taking the brunt of any initial charges and such, just in time for the rest of my army to arrive and dispatch the often-paralyzed attackers the wyrm may leave behind. This saves the lives of many of my giants that would otherwise have to suck up that initial charge or missile volley. I just have to be careful not to do this in a province with strong enough enemy dominion to weaken my pretender's HP (and regen) to the point that it might get killed before supporting troops arrive to distract some of the attackers. Well you can script the caster to retreat after they put up whatever spells you want. Of course this does lead them to not be with your army if you win. I thought they were looking into fixing that (or changing it for those who don't consider it to be a fix). That is that the winning sides retreaties actually stay with the army if it's victorious...
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