
May 24th, 2004, 11:39 PM
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Sergeant
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Join Date: Jan 2004
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Re: C\'Tis Desert Tombs -- 200 pts?
Quote:
Originally posted by Norfleet:
quote: Originally posted by Yossar:
The wyrms aren't bad but you're only going to have one guy reanimating them? (at 2 per round if he's your prophet) You lose the seprent dancer, 200 points, and are forced to take death. Doesn't really seem worth it to me.
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The Wyrms are difficult to acquire early on in anything approximating useful numbers, require a very strong blessing to pay off, possess all of the undead weaknesses, and aren't THAT tough.
Death-6 is not what I'd call a strong or really useful blessing, so the Tomb Wyrms are not-that-useful. With a 200 point cost just for the theme, you're going to be hard-pressed to cram anything passing as a useful blessing on to top of that without having crap-for-scales which will render the living components of your army irrelevant. Well they are the one of the best free undead units. They have 10/11 (?) armor, 15 Magic Resist (most Undead have 9) - that can be buffed to 18, good attack although bad defense, and 39 (?) hit points. I can't rem off the top of my head, and don't have access to my Ctis games. They also don't have the 'Cannot Heal' flag that most undead are afflicted with.
They're mainly banish tanks. Besides, Ctis undead are just ever so slightly better than your average undead, with usually 6hp over 5. The only decent blessing for them is either high Fear or 9-Fire for damage.
Worms are obviously a middle-late game strategy. Make your Tomb King prophet, site search until your pulling in 8-12 death gems a turn, then start massing the undead. Usually i try to have a 2/1 ration of Unholy priests summoning Worms and Longdead, respectively. I like making a Wyrm SC with Ctis Desert Tombs to keep the middle game momentum alive.
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