Quote:
Originally Posted by Burnsaber
The thing is, you need the N bless and get the D for free with the the pretender chassis, so it's not as expensive as you think. Why is the N bless so crucial? In my testing, the KotD's expansion parties sometimes ran into horrible casualies because of poison. You can't avoid those few lucky 1-3 point damage hits form coral weapons. If you don't have N bless, a few of those lucky hits will kill them. A high N will also allow access to some nifty globals if the opportunity presents iself.
How did you avoid losses of expansions squads due to coral weapon hits? Alhought this is somewhat luck based I admit. If you just get shamblers as independents, you don't need to wory about this.
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With any S4 god, you can boost an N2 to N5, which is all you need for globals. Sure, with N on your god, you will have access earlier because you don't need to make a RoW and RoS.
Indy breakdown from my game (indies at 5):
Mermen x 2
Shambler x 2 (One of these I took w/o any KotD)
Abmer Clan x 1
Ichtyid x 2
Triton Trooper x 3
Triton x 5
Trolls/Kraken x 1
My initial army usually accompanied my KotD. My 2nd and 3rd KotD groups were supplemented with indy tritons. The triton/soldier groups are right at the back on Hold-attack. Just in front of them are the KotD on Hold-attack. This lets you fight the faster indies in the indy army first, then the next bunch when they catch up. The KotD will engage first and take the majority of attacks, then your Tritons catch up and do a ton of damage, without facing many attacks before the indies rout.
Quote:
Originally Posted by Burnsaber
Eh. I just like to cover my bases. I'd hate to lose because I couldn't beat the 25%(for mermages)/33% (Kings) for E random in say ~10 turns. Also note that you won't be building a mage out of your cap each turn, since you need Bishop Fishes too. So it's more like 6 chances at geting that E random before it's sort of too late. IMHO, you need to move fast with Oceania. If start diversifying on turn 40, it's just too late.
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Agreed. I was lucky and got E income out of a W site. I've only got 3 Bishops, and 2 were recruited from my 2nd fort (a free one).
Quote:
Originally Posted by Burnsaber
If you hit nice indy mages (like Lizard Shaman), yeah, build a fort. I don't see much point in recruiting 1N shamans.
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With an M1 scale, 110 gold (sacred) for 4.4RP is a good enough deal for me. N1 is not totally useless in battle.
Quote:
Originally Posted by Burnsaber
Lance is just for one hit. Brand gives them much better def and damage output for just 3 water gems. IMHO it's very smalll investment for big gain.
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You're probably right here. Plus with C3 scales you might need to avoid the fatigue. I'll have to try it out and see how they do.
Quote:
Originally Posted by Burnsaber
Kings are cap only and don't ge access to teleport spells. Combine this with the low movement in UW provs and you rarely have them in the places you need them to be. If you have a good tactical mind, you can start moving them 3 turns before the action starts, but that's not something that everyone has. It would be good to spread them around to each of your forts, but that costs research turns.
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Yeah, and you can't Cloud Trapeze out of the water anyway. I'd better start moving some into position now!
