Re: Better Know a Pretender: The Green Dragon
Well, if you give a Wyrm a Wraithcrown, the ability to add a second head item should go a long ways towards increasing the Wyrm's power. Even just slapping 2 horned helmets on a Wyrm will make it more surviveable (and more dangerous) against hordes of chaff in the early game, and you can trade these out when you're ready.
Since you've already got regeneration, the addition of a reinvigoration amulet can help solve the fatigue problem, and an amulet of magic resistance can go a ways to ward off spells.
Nothing's gonna keep the Wyrm around forever against a determined enemy with enough power and tricks up their sleeve, but I have to agree that a well kitted Wyrm is a more pure, and longer lasting, SC than a dragon. And if you never put any paths on it, you don't lose too much by continually resurrecting a unit that's at the very least going to remain a decent thug.
Speaking of which, one of the best uses I feel that a dragon can be put to, is adding another source of damage to your Nation. Shock isn't available (for some reason? This would have been a great place for an Asian dragon Pretender), but if you've got poor access to fire, cold, or poison damage, a dragon might be just the thing. Using it as a pure SC will quickly get your dragon killed off, but you can still resurrect them in the mid-game, and then use them for combination attacks. If you're a poison-dealing Nation, then poison PLUS fire. If you've got lightning, then lightning PLUS cold. With the dragon's wings and natural resilience, this gives you a decent first-response option, and maybe the key to winning some battles against a Nation that didn't expect fire (or poison) from Niefelheim or Eagle Kings.
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