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Old March 10th, 2004, 05:36 AM
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Graeme Dice Graeme Dice is offline
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Default Re: So what is Pythium\'s weakness?

You are playing Arcoscephale, which is another nation with few weaknesses. In the early game, your elephants and chariots can make short work of his troops. You don't have quite as easy access to communion, but your mystics are extremely powerful and versatile. You can always use the ones that don't have the skills you want as communion slaves, or use an earth 1 mystic to forge slave matrices and put them on the cheapest mages you can find. Druids, sages, magus and the like are good choices here.

You will also be fairly likely to have an air 3 mage, which can forge the boosters necessary to bring you much more common air 2 mystics to the point where they can easily cast wrathful skies. Of course, you also have access to all the fire, cold, and earth spells as well. Astrologers are very useful as well whenever you want to gate troops to the front quickly (give them a starshine skullcap and a whip of command). They are also useful as communion masters to give you access to death, blood and nature magic on the battlefield.

Your hoplites are great to hold the centre line, and you can always cast thunder ward to make them Last longer. The Hysapists are also very useful, and can be counted on to bolster the morale of any elephants that are in their squad.

Basically, as Arcosephale, you have access to heavy infantry that is the equal of any nations, elephants, all four types of elemental magic, astral magic, and basic nature magic. They don't have much in the way of weaknesses.
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