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September 15th, 2009, 01:14 PM
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First Lieutenant
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Hydras x Hatchlings
First keep in mind that i play only CBM, so i don´t know if these will apply to the stock game:
I´m finding that, at leas in the early game, when playing LA Pythium, recruiting Hydra Hatchlings is more cost effective than buying full hydras, what do you think?
For the price of a single Hydra i can buy 10 hatchlings, the only disvantage is the use of a sacred slot, but this is not so much a disvantage with dom 8 or 9 and the additional resource cost is irrelevant.
While the hatchlings don´t last as long as a hydra in battle, their cheap price allows easy massing of them and, most important, they too have poison clouds.
Of course the hydra lasts longer in the middle game, but at the middle game you should not be dependend on hydras for conquest. Exclusively as an early-game tactic, what would you rate the recruitment of hatchlings instead of full hydras?
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Megamek (latest dev version with home-made random campaign generator), Dominions 3 (with CBM) and Sins of a Solar Empire (heavily modded)
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September 15th, 2009, 03:00 PM
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BANNED USER
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Re: Hydras x Hatchlings
I find them too easily killed.
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September 15th, 2009, 05:26 PM
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Major General
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Re: Hydras x Hatchlings
I hadn't considered the option seriously, but...
They take a minimum of 3 hits to kill, have multiple attacks and poison cloud (of twice the density their . It's arguably a pretty decent sacred troop for 25g. Drop in a bless of some sort, and they could be interesting. Fire/Water go well, S9...ish, Air is good if you have another reason to take it. And you could max out production from turn 1. I don't know that I'd build a whole strategy around it, but it could be a viable part of something qider.
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September 15th, 2009, 09:48 PM
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Sergeant
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Re: Hydras x Hatchlings
Quote:
Originally Posted by Gregstrom
I hadn't considered the option seriously, but...
They take a minimum of 3 hits to kill, have multiple attacks and poison cloud (of twice the density their . It's arguably a pretty decent sacred troop for 25g. Drop in a bless of some sort, and they could be interesting. Fire/Water go well, S9...ish, Air is good if you have another reason to take it. And you could max out production from turn 1. I don't know that I'd build a whole strategy around it, but it could be a viable part of something qider.
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Could this be the rare time where an Air bless is called for? Otherwise, opposing armies will start massing archers to kill the buggers, without engaging in poison enducing meelee.
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September 16th, 2009, 01:11 AM
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General
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Re: Hydras x Hatchlings
Correct me if I'm wrong but the hatchlings dont have Fear? They really arent worth it w/o the fear. Especially if you are up against serious indies.
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September 16th, 2009, 01:11 AM
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Corporal
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Re: Hydras x Hatchlings
Would be cool if hatchlings could grow into hydras once they had enough experience...
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September 16th, 2009, 02:03 AM
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Re: Hydras x Hatchlings
yah.. many of us have thought that...
About the closest I can think would be a
trip to the growing pits spell.
It would chain a cheap gift of reason followed by several chained enslaves.
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September 17th, 2009, 11:48 AM
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General
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Re: Hydras x Hatchlings
Quote:
Originally Posted by iceboy
Would be cool if hatchlings could grow into hydras once they had enough experience...
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Nah, that just gives you a bunch of kickass hydra hatchling punks.
You should really just need to wait until they turn 50, assuming you don't stunt their growth by stressing them out in combat and forcing them to eat un-nutritious crunchy armour-coated humans, instead of letting them chill in the swamp snacking on sweet juicy frogs.
And don't try Burden of Time either, that will just make them old beyond their years; sad little hydra hatchlings whose youth was cut short. : sniff :
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