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March 15th, 2004, 05:46 PM
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Corporal
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Join Date: Jan 2004
Location: Pembrokeshire, Wales
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Re: Moving Immobile Pretenders
I never got this. If the Sphinx isn't supposed to be an 'immobile' super combatant, the teleporting rock par excellence, what on earth is the justification for its high cost? You don't surely plan a strategy that relies on having your home citadel stormed on a regular basis.
If we are to have two categories of immobile pretenders, those that can teleport around but not move on the battelfield or by normal tactical movement, and those that are totally rooted to one spot, it would make more sense for the cheaper ones to be rooted to the spot. And there is more of a thematic justification for pretenders like the Fountain of Blood or the Oracle to be rooted to the spot, as they are presumably reliant on adequate plumbing which cannot be teleported along with them!
For that matter, it could be cool have a pretender that was fully mobile on the battlefield, but could never leave his/her home province. Like a Genius Loci or similair spirit tied to a place.
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Thtrap it to the bench and put a good thick bolt of lightning through it, that'th our motto. That'th how you tetht thomething!
- Igor
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March 15th, 2004, 07:02 PM
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Sergeant
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Join Date: Jan 2004
Location: Oregon, USA
Posts: 332
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Re: Moving Immobile Pretenders
Quote:
Originally posted by GavinWheeler:
I never got this. If the Sphinx isn't supposed to be an 'immobile' super combatant, the teleporting rock par excellence, what on earth is the justification for its high cost? You don't surely plan a strategy that relies on having your home citadel stormed on a regular basis.
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Didn't IW reduce the Sphinx's point cost significantly in 2.08?
Quote:
For that matter, it could be cool have a pretender that was fully mobile on the battlefield, but could never leave his/her home province. Like a Genius Loci or similair spirit tied to a place.
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Heh. That *would* be slick! "I am the Great Hama Dryad..." 
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I agree with the realistic Irishman who said he preferred to prophesy *after* the event.
-- G.K. Chesterton
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March 15th, 2004, 07:51 PM
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Second Lieutenant
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Join Date: Jan 2004
Posts: 510
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Re: Moving Immobile Pretenders
Quote:
Originally posted by fahdiz:
Didn't IW reduce the Sphinx's point cost significantly in 2.08?
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Yes. It went down to 60. So now you have the choice between:
Sphinx, 60 points, 3 astral, 4 dominion, 500 hp, 30 protection, strength 20, attack 5, defense 0, leadership 125, one miscellaneous slot, new path 40, cannot teleport at ALL
Sacred Statue, 20 points, 3 astral, 4 dominion, 100 hp, 25 protection, strength 15, attack 5, defense 0, leadership 125, two miscellaneous slots, new path 40, can use the teleport spell.
Oracle, 0 points, 3 astral, 4 dominion, 10 hp, 25 protection, strength 15, attack 5, defense 0, leadership 125, four miscellaneous slots, new path 40, can use the teleport spell.
Unless your strategy includes being frequently assaulted in your starting castle, there is really no good reason whatsoever to spend 40 more points on the Sphinx than on the statue, and one can certainly question whether the Oracle might not be the best overall investment of the three due to its slots, so long as one gives it sufficient bodyguards. (Not much for teleporting an Oracle into a battle hotspot, though. Just a wee bit too frail)
[ March 15, 2004, 17:52: Message edited by: Peter Ebbesen ]
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When I said Death before Dishonour, I meant alphabetically.
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March 15th, 2004, 07:59 PM
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Sergeant
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Join Date: Jan 2004
Location: Oregon, USA
Posts: 332
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Re: Moving Immobile Pretenders
Yes...certainly doesn't seem like much of a choice, does it? Of all the immobiles, my Favorites would have to be the Sacred Statue and the Baphomet. With my particular playing style, I haven't really found a use for the Sphinx. 
__________________
I agree with the realistic Irishman who said he preferred to prophesy *after* the event.
-- G.K. Chesterton
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