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  #11  
Old August 31st, 2009, 12:34 AM

Trumanator Trumanator is offline
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Just running a little test game, and the Virtue is almost tailor made for EA Arco. Philosophers w/sloth 3 magic 1 give you stratospheric research to get those all important buffs early. E income and a quick oreiad gives you a cheap black steel chest piece to fix prot issues. Finally, Arco has plenty of design points to spare. My build is Awake, Dom 10, A3S4, O3S3H1G0L2M1. Your virtue can expand in 5 turns or less, and flying lets you skip over whatever indies you like. Recruit peltasts and indy commanders to further expand, and you will be rolling in money in no time. Fort spam like crazy and go from there. If your virtue gets a booboo, just send her back to the cap and have one of your awesome healers fix her up. Later she'll get you the rings, and cast stuff like wind guide, arrow fend, or whatever you need.
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  #12  
Old August 31st, 2009, 02:25 AM

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Default Re: Better Know a Pretender: The Virtue

FYI- It doesn't look like LA Pythium gets the virtue. Unfortunate, since they could use her paths.
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  #13  
Old August 31st, 2009, 04:41 PM

MaxWilson MaxWilson is offline
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Default Re: Better Know a Pretender: The Virtue

You could consider D5 for Fear +0 instead of (or in addition to) Dom10. Plus, that lets you cast nifty stuff like Wind of Death later on.

That Pathcost 80's a killer, though.

-Max
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  #14  
Old September 1st, 2009, 10:01 AM
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Default Re: Better Know a Pretender: The Virtue

Dom 10 virtue can safely attack indies on turn 1.
Script air shield (research 0) and attack. The extreme awe (+7?) will keep her from hth attacks and air shield protects her from missiles. No other paths or equipment needed for that.
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  #15  
Old September 1st, 2009, 11:24 AM

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Default Re: Better Know a Pretender: The Virtue

Sounds risky to me. Admittedly, normal morale units won't hth through that awe. But 20% of normal missiles will go right through the air shield and any indies with abnormal mr could hit through the awe.

I'd be surprised if you died that way, but it's a definite risk. It would only take some fatigue and an indy commander with the ability to summon up some undead and you would end up afflicted or worse.
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  #16  
Old September 1st, 2009, 12:11 PM

chrispedersen chrispedersen is offline
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Default Re: Better Know a Pretender: The Virtue

There is no reason to attack blind. Upside just isn't worth the downside risks.

Barbarians or longdead will penetrate the awe no problem, yielding one dead pretender. Maybe knights too.

Waiting 1 turn, to establish dominion - which boosts morale, strength, mr, hit points... and allows you to pick a weak province is vastly preferable.
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  #17  
Old September 1st, 2009, 12:40 PM
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Default Re: Better Know a Pretender: The Virtue

Maybe not blind.
Turn 2, avoid crossbows, undead or too many arrows. Also lizards (curse).
Knights, Barbarians rarely hurt her at all.
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  #18  
Old September 1st, 2009, 06:49 PM

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Default Re: Better Know a Pretender: The Virtue

Barbarians wouldn't berserk from being hit, because one hit would kill them. But I think they could berserk from a repel. Then again with that awe, they would never get repelled.

So yeah, barbs would be safe, as they'd never berserk.
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  #19  
Old September 1st, 2009, 06:51 PM
Squirrelloid Squirrelloid is offline
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Default Re: Better Know a Pretender: The Virtue

Quote:
Originally Posted by chrispedersen View Post
There is no reason to attack blind. Upside just isn't worth the downside risks.

Barbarians or longdead will penetrate the awe no problem, yielding one dead pretender. Maybe knights too.
Not to mention elephants. As far as I can tell, trample doesn't check Awe. (I'm assuming Virtue is smaller than an elephant - could be wrong).
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  #20  
Old September 1st, 2009, 06:54 PM

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Default Re: Better Know a Pretender: The Virtue

Umm, trample DOES check awe. Thats what makes nationals w/animal awe useful. So ele provs would actually be a pretty fair bet, so long as you cast air shield. Armor would be nice though, since there's going to be a LOT of sling bullets.
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