Quote:
Originally Posted by Ferrosol
EA Arcosphale
1. Uber researchers- sloth 3 and magic 3 turn your philosophers into uber researchers
2. Communions- your mystics are ideal for communinoning up giving you access to all the battlefield FEWS spells
3. Dual blessed wind riders- Flying sacreds with a flying H1 commander to lead and bless them
4. Thuggable Orieads- your orieads make great thugs having access to nice buffs awe and cloud trapeze to put them where you want to be and have stealth to get them out of there
5. Master assassin- Your oreiads can seduce enemy commanders giving you access to other magic paths and if the seduction fails well it becomes an assassination and a few well placed lightning bolts can take down anything not shock immune
6. Dom Killer- Cheap temples and sceptics combined with a high dom make you an ideal candidate for killing enemy candles bonus points for prophetising and or equipping stone idols to your skeptics
7. Trample to death- Size 4 chariots can carve through anything smaller and are a threat to bigger enemies.
8. Engineering- a Few engineers and or mage engineers make taking enemy forts that much quicker
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Many of these points are excellent. However arco does not do well with a double bless. In fact, getting a single w9 bless can often be challenging.
I played a lot with arco recently; I started with a Sloth 3, magic 3 approach: I went with something like an
O3S3-G3Mi2M3, and a Dom 7ish.
However, after playing around a lot the following occured to me.
1. Sloth helps your rp 1:1 whereas Drain2 only hurts you 1 - and gives you 80 design points. I'd even consider drain 3.
2. Save the points on your dominion. If you make your first build a skeptic and pick out where you want your 2nd castle to be, you can move your skeptic there. Your sceptic will prevent your drain scale from asserting. So you get all the benefits of the drain scale (design points) at the cost of a 25pt sceptic build on the first turn.
3. If you pay attention, you can manage your dominion almost as well as mictlan.
4. Your drain scales will hurt enemy mages more than yourself, as you will be using communions to spread fatigue. But I do think with this approach, a few crystal matrixes are invaluable.
5. Sloth really makes chariots impossible to mass.
6. But you are right on the value of skeptics. These suckers are a lot more powerful at killing dominion than people realize.
So, I'd be looking at something like
O3S3H0G3Mi2D3 for a grand total of around -80 pts.
Death3 is also an interesting option.
I'd look at awake pretenders: Baalz wrote up a good guide for the White Bull. I also like the phoenix.
The bull costs you 25? pts, Dom 5, 42 points., leaving you 413 points for magic paths.....
Just realize the lack of awe needs to be compensated for.