Quote:
Originally Posted by Sombre
In all fairness a 'nest' of hunter spider sacreds is going to be pretty damn expensive. I mean they're over 100 gold each. I'd have to hope they manage to do something.
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Wow, really? Never played as Machaka, only against them. So the AI spent over 1000 gold (I think there were ten of the bugs) to cripple a 400-gold Adon? That makes me feel a bit better.
They weren't totally undefeatable, either. The Adon managed to kill a few of the bugs before he had to limp away. A few turns later, I sent a horde of archers to finish the job.
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But back to the original point, which is: A Death bless on some decent sacred units will cause some pain for a thug-based or SC-based strategy. It's not unbeatable, because your opponent can always change strategies. (As I did.) But you can sure buy yourself some time while the opponent changes gears....
More importantly, I'd have to agree that a lot of Death magic is more powerful in the late game than a lot of Fire magic. This principle is especially true because of how "bootstrappable" (is that a word?) Death magic is. One D9 mage (your Pretender) can summon other Death mages, who can summon other Death mages, etcetera. Revenants, Mound Fiends, and Liches ... oh my! Add the convenient Death booster items to the mix, and you've really got an undead party.
Meanwhile, your F9 Pretender is going to ... um ... summon Fire Kings. Those guys are great, but they're unique, so you can only get a few of them. What else can you do with a F9 mage in the late game? Fires from Afar and Flames from the Sky? Cool spells to be sure, but there's only so much you can do with them.
So yeah, a late-game SC may not have much to fear from most Death-blessed sacreds. However, by the late game, the same D9 Pretender that got you the Death bless will
also have started the Death Machine rolling. Conquer the world with your undead hordes! BRA-A-A-AINZ.....
