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Old February 3rd, 2004, 10:05 PM

Peter Ebbesen Peter Ebbesen is offline
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Default Change request: Rescuing the Moloch From Whimpy Imps Inc.

On behalf of the Anxious Molochs For World Destruction (AMFWD), a gathering of Molochs who have suffered from the antics of Whimpy Imps Incorporated (WII), we bring you the following infomercial:

If ever any pretender seemed designed to be a Super Combatant, surely it is the Moloch. With flying, high attack, defense, protection, strength, and decent (but not super-high) hitpoints, the Moloch seems ideal for sending into the fray against province defense or even small armies (in SP ), yes the Moloch is surely "a powerful and mighty warrior, and imps will come to his aid in battle, and he will surely shatter the world unless"...

....His imps are killed making him flee, which means that, for all practical purposes, the imps are a liability. At 25 point cost over the Prince of Darkness, who has most of the strengths of the Moloch, most of the same weaknesses (save this one), equivalent magic level and dominion, and a cheaper path cost, the Moloch just does not cut it. (Exception: The cheapest fire 9 blessing you can get, but that just does not seem to fit the Moloch's theme)

And that is a crying shame. The idea of a Moloch with a retinue of imps going into battle without having to bring along slow-moving infantry fodder seems so very nice - it surely beats that of a Moloch who flees as soon as some whimpy imps get wiped out, especially considering that the Moloch has no problems scraping up some new imps for the NEXT battle. This suggests a very nice solution, really:

The AMFWD, having studied the auguries in the entrails of many thousands of imps, have reached the following recommendation:

  • Increase the Moloch's cost from 75 to 90 points
  • Give the Moloch, in addition to his starting retinue, a permanent "Lifelong Protection" effect

With the lifelong protection in effect, a few imps will be generated every single turn (VERY nicely fitting the Moloch's description), thus preventing the Moloch from every fleeing because of troops deserting him. (Which will of course create the "Overconfident Moloch" or "Deathwish" problem, but that is much more desirable than the current "Whimpy Moloch" problem)

The AMFWD sees an additional benefit in that more members of WII will be killed in the process.

EDIT: Several other suggestions from this thread
  • Make the Moloch immortal ( ) and increase his cost from 75 to 125
  • As a general rule, ignore units auto-summoned for purposes of determining routing


[ March 15, 2004, 12:34: Message edited by: Peter Ebbesen ]
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