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March 21st, 2004, 10:28 AM
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Major General
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Join Date: Jan 2004
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Re: Making the Armageddon God
I run this as a fairly standard fair Ermorian god: Turmoil, Sloth, Death, all at 3, with Luck and Magic usually in my favor for SG, and I can even go for Drain in AE. But mostly, Luck isn't a bad thing, with Turmoil. Losing half of your zero population doesn't really bother you, but having your temples and labs explode every other turn will become annoying really fast.
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March 21st, 2004, 11:06 AM
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Second Lieutenant
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Join Date: Jan 2004
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Re: Making the Armageddon God
Quote:
Originally posted by SelfishGene:
Basically the idea is to take -3 in every scale, buy the cheapest castle you can, and pour all your points into magic for your Pretender. Making him/her/it so powerful he shatters alternate dimensions every time he moves.
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So, you are describing the standard undead Ermor pretender. I have not heard of anybody using such a pretender for other nations than Ermor, but for Ermor, everybody does it. (With possible variance in the luck and magic scale depending on taste and whether you play Ashen Empire or Soul Gate)
In my first MP game as Ermor, I ran with "Darkbringer, Goddess of Dark Magics, Lady of Ashes, She Who Opened the Box of Woe, The Adversary, the Everburning One", who was a Lich Queen with Soul Gate, dominion 10, an Ermorian Citadel, Scales -3/-3/-3/-3/-3/+3, and Fire 4, Air 3, Water 3, Earth 3, Death 9, Nature 3.
(We were playing on a fairly small map, so it was important to get a dominant dominion that would fight the opposition right from the start)
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When I said Death before Dishonour, I meant alphabetically.
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March 22nd, 2004, 02:38 AM
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Corporal
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Join Date: Jan 2004
Location: Pembrokeshire, Wales
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Re: Making the Armageddon God
The problem is that your SuperPretender can still only cast one ritual/forge one item/attack one province per turn, or cast one spell/round in combat. This is why it is better to have several specialists, like arcosephale's mystics, each with high magical ability in one or two paths, rather than one uber Rainbow Mage. You can also load the specialist with the boosters specific to his specialist school, whereas your Rainbow mage won't have enough equipment slots for all the boosters he could potentially use.
Trying to get three level 9 blessings for your sacred troops might be worth it in the long run, otherwise your pretender would only be paying off in small, quickly resolved games. And even then, since you wouldn't have much time to research the high level spells, a melee SuperCombatant would no doubt work just as well.
For spellcasting fun, you would probably do better to have a pretender capable of casting Wish with a few astral boosters like the crystal coin, then hunt for astral sites and build clams until your pretender can "Magic power" wish his or her way to magical supremacy.
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March 21st, 2004, 04:13 PM
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Shrapnel Fanatic
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Join Date: Oct 2003
Location: Vacaville, CA, USA
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Re: Making the Armageddon God
I played a number of test games using this strategy. It actually can be quite useable. If you take very low dominion then you can arrange to always be expanding OUTSIDE your dominion. If you choose a race with good sacred units then you can really pile on the bless-bonuses. You might get 9/9/9 but I usually went with 4's across the board and then as many 9's as I could (I was able to get all 4's and 2 9's)
You have to be a power expander since your home territorys are going to fall to ruin behind you. And not all the minuses are all that bad either. You will be taking a cheap castle so -3 on productivity isnt a major killer as long as you build new (cheap) castles outside of your dominion. Same with labs and researching. Having -3 magical isnt totally bad since it can help protect your home area against attacks. With so many magical areas your god is a maximum site-searcher anytime you have to stop for a minute and with enough gems you can make lots of equip which can offset the lack of major research. Max heat/cold also can be defensive if you make proper use of it. You plan on doing all your battles ahead of your dominion anyway.
[ March 21, 2004, 14:14: Message edited by: Gandalf Parker ]
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-- DISCLAIMER:
This game is NOT suitable for students, interns, apprentices, or anyone else who is expected to pass tests on a regular basis. Do not think about strategies while operating heavy machinery. Before beginning this game make arrangements for someone to check on you daily. If you find that your game has continued for more than 36 hours straight then you should consult a physician immediately (Do NOT show him the game!)
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March 21st, 2004, 06:27 PM
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Corporal
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Join Date: Dec 2003
Location: Sweden
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Re: Making the Armageddon God
a mictian strategy
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March 21st, 2004, 07:16 PM
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Corporal
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Join Date: Feb 2004
Location: Finland
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Re: Making the Armageddon God
DLC hit the spot. I think mictlan could really profit from this one...
And gavin, there are plenty of summons that require high magic skills. Being able to summon several of them from different paths of magic is definately a good way to make use of a pretender with really high magic (in addition to that mictlan already has a plenty of sacreds.)
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March 21st, 2004, 08:04 PM
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Major General
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Re: Making the Armageddon God
A Knight of the Unholy Sepulchre blessed with +4 att, +4 def, flaming weapons, 75% shock resist, 80% air shield, 50% quickness would be pretty nasty I suppose. Still a bit fragile however, and methinks an Ermorian pretender should have more breadth (max site searching for alchemy income, free castles, what-not) than depth. *shrug*
With others, might be doable on a low-indy setting.
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