Re: Jotunheim MA Guide
Or not rely on the same early game trick to carry you through end game as well. I mean, I for one consider a strong bless to be an early (to mid) game advantage (much like an awake SC). You need to constantly plan the transit to end game.
I am running three experiments now:
1. Imprisoned Son of Fenerer, N9W9, solid scales (O3,T3,C3,G1,M0 IIRC), dom-6
Wow, this bless on Jarls and woodsman is awesome. They cleave through indeps. Plus they never route (which is usually an Achilles hill for giants). When the wolf pretender get free he can be used as an artillery machine and for W/N globals.
2. Imprisoned Monolith. E9S4N4, excellent scales dom-8.
Solid bless. Good enough to carry through early expansion. Synergizes well with shrouded Skratti werewolfs.
3. Earth Mother. E9N9 solid scales.
Advantage over 2nd setup - First no routing for sacreds and Second pretender is mobile and has all slots.
I was considering experimenting with E9 dom-10 Cyclopes.
Which setup you think is optimal?
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