
February 10th, 2004, 07:34 PM
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Major General
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Join Date: Jan 2004
Location: twilight zone
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Re: Jotunheim:Utgard AAR
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Originally posted by Wendigo:
This assumes:
-That you do not die nor get afflicted
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A risk in any battle, regardless. If one dies, one is screwed. End of story. There is little point in dwelling overmuch on it. The Wyrm regens, and the chances of a Wyrm taking the feeblemind injury in melee are remote.
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(quite of an assumption for someone that plans on hiding his whole army behind his Pretender)
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I never said this was my sole strategy, nor one I use injudiciously. Please don't twist my words. What I said was that I do this fairly often, against small-to-moderate sized enemy forces. Forces I feel reasonably safe in using it against, based on prior experience.
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That you make it to const6 before a possible hostile Pythium/R'lyeh/Arco makes it to Evo3 (for your skullcap).
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And you assume that those same possible hostiles also have an astral caster of L5+. Your assumption is no better than mine, I think. Is it common to find players of Pythium, R'lyeh, or Arco taking Astral-5+ pretenders? After all, don't many of the same arguments about diversifying paths apply to them as well?
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That you forge a 2E-2O item when you have no mages with earth proficiency.
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For the coin. I never said I'd be sure to be able to do so, or to do it quickly, only that it's possible. Again, you are twisting my words.
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In the early game it will protect you vs missiles & fliers
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Versus fliers how? If you mean Storm, that's Evoc-5, which is past the early game (by my reckoning), and would hurt me more than help, unless I give up the idea of flying myself. However, if I do, then Storm is certainly a wonderful defensive spell -- that any air-4 mage can cast.
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in the mid & end game vs lightning & air elementals. It gives you an additional magic field also.
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I've never been struck by lightning or air elementals. Just fire spells, and fire/water/earth elementals. Perhaps I've just been lucky so far and no opponents have been strong in air. The biggest advantage I see is the extra path early on. I'm just not so sure, still, that it's worth it. But I'll very likely try it in another game. I play lots of SP games, and have 6 ones active at the moment, that I switch between to avoid boredom.
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Astral however, gives you nothing that you already do not have.
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This is not true, but there's little point in rehashing it, if it's not clear enough by now.
BTW, thanks for the discussion. It's helpful.
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