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Cainehill said:
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Boron said:
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Tuna said:
Ulm, Flying shards/ summon earthpower, hold hold, blade wind. Blade wind up close is very likely to kill every fh that gets in your way.
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Bladewind has 80 fatigue . So a mastersmith can cast it twice and after this he is unconscious for some rounds .
He even can damage own troops with the bladewind .
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Do you ever try playing something before giving your 'expert' opinion?
First - bladewind tends to do very minimal damage to Ulm's national troops. (Never mind that almost _ANY_ area of effect spell can damage friendly troops, exceptions being cold spells with Jotunheim/Caelum, Fire with Abysia, and poison with undead nations.)
Second - Ulm forges things _cheap_. Mastersmiths that aren't forging / researching / casting are usually going to have earth boots. With Summon Earthpower, Bladewind then costs 40 (plus encumbrance). Three casts, and very quickly a 4th, because of fatigue recovery every turn.
Last, did you notice that he scripted Bladewind for the fifth spell? IE, it's probably going to nail all the gathered false horrors in a group. And could actually probably cast it as the 4th and 5th spells actually, since he'll still be conscious after 2 bladewinds.
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First ulmish archers , sappers and arlabests can be easy damaged by bladewind .
And more important when casting it on turn 4 or 5 the odds are not bad that the horrors have already routed your troops .
Even if they are not routed it doesn't matter at all since the Seraphs continue spamming false horrors with a few occasional phantasmal warriors .
So very nice , even investing 10 earthgems in earthboots you probably still lose .