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January 27th, 2004, 11:47 PM
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Lieutenant Colonel
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Re: Why does Desert Tombs suck?
I must say too that this seems a bit pricey. Tomb wyrms are good, but dont justify a 200 points cost. Having to pay 23 gems for a tomb king seems a reasonable price, so its not like it is a super bonus given in compensation of this design points cost.
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January 28th, 2004, 12:25 AM
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Corporal
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Re: Why does Desert Tombs suck?
What you get are C'tis longdead. *Do not knock this*. They have what other longdead lack, durability, thanks to their natural armor class. Yes, the death scale does suck, but you don't start out in the state of total blight that Ashen Empire and Soul Gate do, so you can use regular units (and C'tis's are cheap and at least modestly good) to conquer enough independents to get your undead horde going. And Royal Protection is *great*. Your enemies will find that your troops are very, very difficult to banish.
And Tomb Kings? Cripes, but those guys are powerful. They're potential supercombatants. There's nothing 'potential' about the First King, either. He's practically a god.
But I didn't go much for Tomb Kings. (Except one to be my prophet and cast Royal Protection) The next-lower-down can summon those sweet C'tis longdead, and are vastly cheaper. The sheer potential to win battles by route (because your troops come in such vast numbers and never break) is not to be sneezed at. And your regular C'tis troops feel real brave backed up by an army of 200 undead.
As you may be guessing, I love Desert Tombs. It's the only death-oriented dominion I really like.
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January 28th, 2004, 10:34 AM
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Lieutenant Colonel
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Re: Why does Desert Tombs suck?
I dont see what is so good with Ctis longdead. They have a prot between 0 and 11, so nothing to speak of. You have to pay 16 death gems for a tomb priest which will rise 6 of them a turn. Its far from justifying a cost of 200 design points.
I agree that tomb kings can make good combattants, and that the Tomb king heroe can be a SC by himself though.
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January 28th, 2004, 01:17 PM
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Second Lieutenant
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Re: Why does Desert Tombs suck?
The only thing I found different about Ctis longdead is that some of them are lizardmen with two attacks, trident and bite. This is nice when combined with an unholy5 priest raising att&speed for all undead.
But I guess the thing is that desert tombs ctis should be able to expand exactly as normal ctis in the beginning (how ever that is, I have not played ctis much). The difference is that by having a mage raise an unholy priest every few turns they can soon have a huge undead army in addition to the living one.
I dont really know if it can work in multiplayer though, 200 points is a lot.
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January 29th, 2004, 02:31 AM
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Lieutenant Colonel
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Re: Why does Desert Tombs suck?
Even at 100 I would still be unsure if they were not overpriced...
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January 28th, 2004, 03:30 PM
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Sergeant
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Join Date: Oct 2003
Location: Blacksburg, VA, USA
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Re: Why does Desert Tombs suck?
Quote:
Originally posted by Norfleet:
Probably because it's a death scale theme that makes use of living units. Since taking any death scale kills all of your people rapidly, you won't have any way to support those living units, and if you can't make a full conVersion to undead units, you're screwed.
Plus it costs 200 points.
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Death scale is not the same thing as killer dominion.
Death scale kills population VERY SLOWLY, reduces supply and reduces income slightly. In practice the supply reduction is the most important effect, IMO. (The income isn't totally negligible, but it's easily worth 40 points if you don't need the supplies.)
Killer dominion is a special effect of the Ashen Empire, Soul Gates and Carrion Woods themes. It kills population fairly fast, and those themes should not rely on having living population for very long. This is a serious weakness for Carrion Woods which has capitol-only troops (is there any way to use them after turn 20 besides wishing for population?), but Ashen Empire and Soul Gates don't really mind.
All three of these themes also get free troops in their dominion to balance it out, but CW is still hurt by the loss of its capitol-only troops. (Illwinter: why not remove the capitol restriction so that CW can build them in newly conquered areas that haven't yet been destroyed? Or give CW a minor +resource site that would still allow some production after the population has been killed?)
The main advantage of Desert Tombs is that it has unholy priests that can reanimate and DOESN'T have a killer dominion (a combination it shares only with Broken Empire, IIRC). So it can still use living units pretty well (it has most of the normal C'tis lineup), plus the tomb kings, tomb wyrms and other undead reanimation (in addition to undead summoned by the sauromancers).
The main disadvantages of DT are that it requires death 2 and heat 2 (a double hit to your income as C'tis prefers only heat 1) and then costs 200 points taking more than all the points you got from those scales (while C'tis normally relies on its 40 points for heat 1 to stay competitive; with the weakness of their normal troops they REALLY need a magic scale, and order too to pay for plenty of sauromancers and shaman). And, of course, undead are easily countered by anyone who knows what they're doing, and a reanimation-based setup is too slow to get an early lead (something C'tis already has problems with).
I'd like to see DT cost decreased to 100 - maybe less. They lose two powerful sacred troops to get the very gem-expensive tomb kings; it's hard to have more than a few tomb wyrms and they aren't even that tough; and spending early death gems on reanimators guarantees a slow start. They need a strong God to counteract all this.
One possible improvement (aside from/in addition to a cost reduction) - give them back the default sauromancer, and turn the new (fire) sauromancer into an undead that can be summoned for gems (no more than a dusk elder because he isn't ethereal). Default SM supports a mixed living/undead army better (nature is big in a death dominion, plus he has manikin ability and poison spells), but the new SM is also good with skeleton archers, a wider spread of search/forge potential (combined with shaman or normal SM) and potentially King of Banefires (so you can get him without having to design your God for it). Having both would give DT a bit more value for those 200 points. Also, the undead SM would be nice if you have to fight in cold provinces - living SM get messed up pretty bad by cold scales.
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People do not like to be permanently transformed and would probably revolt against masters that tried to curse them with iron bodies.
Pigs, on the other hand, are not bothered, or at least they don't complain.
-- Dominions II spell manual
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January 28th, 2004, 03:34 PM
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Sergeant
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Re: Why does Desert Tombs suck?
Quote:
Originally posted by PvK:
If they have the poison slingers, they'd combine very well with undead against non-resistant enemies.
PvK
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Yes, but normal C'tis can do that just as well (in fact, with their poison resistance, it works even with non-[undead/vinemen/manikin] troops - you may take some damage, but not too much). The only real advantages of DT are unholy priests (reanimate) and tomb wyrms.
It's nice to be one of the few themes in the game (or is it the ONLY theme in the game?) with both types of priests. But I don't think it's worth 200 points. And designing your god for bless effects on the tomb wyrms is futile - you can't get enough tomb wyrms for it to pay off.
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People do not like to be permanently transformed and would probably revolt against masters that tried to curse them with iron bodies.
Pigs, on the other hand, are not bothered, or at least they don't complain.
-- Dominions II spell manual
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