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June 20th, 2004, 10:44 PM
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Re: Golden Age Arcoscephale
Certainly the GK.
However, the GK really doesn't play to Arco's strengths, as the priestesses can no longer heal your GK. Plus I'd buy more magic. 
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June 20th, 2004, 10:55 PM
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Re: Golden Age Arcoscephale
Quote:
Certainly the GK.
However, the GK really doesn't play to Arco's strengths, as the priestesses can no longer heal your GK. Plus I'd buy more magic.
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You could take SSSSSS in addition and the GK would still be cheaper. Although that gets me thinking...
What if the Shedu had 20-point paths like the GK? Would he be really so bad then? In fact he'd be pretty damn good. He'd still have hella limited slots, but he might just be the king of the caster SC's. High hit points, lots of magic, but with limited slots.
Hrmmmm.
Lemme see (gets out mod tools)
Nooshedu w/ 20 point paths
FF AA WW EEE SSSSS DDD NNN
Dominion 5
Fortress
Order 1
Sloth 1
Misfortune 1
Still damn expensive to make a rainbow out of, but that's a lot better value for a 125 point chassis. He's still limited in the endgame because of no slots, but at least he's a workable rainbow with high hit points and nice magical diversity. He's STILL no ghost king, but I'd use him.
I can't wait for the Posts about how overpowered a 20-point path Shedu is. Bring it on.
[ June 20, 2004, 21:59: Message edited by: Blitz ]
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June 20th, 2004, 11:49 PM
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Re: Golden Age Arcoscephale
Quote:
Originally posted by Blitz:
It has no redeeming qualities whatsoever.
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Of course it has redeeming qualities. It has earthpower, invulnerability, luck, body ethereal, and astral shield. It's also a flying trampler, which allows it to smash normal armies.
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Myrmidons cannot go toe to toe with either Einheres or temple guards... let alone mammoths.
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No infantry can go toe to toe with mammoths and expect to not take severe losses. There are virtually no infantry that can fight very well against Einheres, and temple guards are even more resource limited than Myrmidons.
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June 20th, 2004, 11:52 PM
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Re: Golden Age Arcoscephale
Quote:
Originally posted by Blitz:
Here's the BEST Shedu I can manage.
Shedu
SSSSSS EEEE DDDD
Dominion 5
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You wasted a huge number of points on the death magic, since it is totally unnecessary for fatigue purposes.
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Which would you rather have?
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I can't tell you the answer to that without knowing the parameters of the game.
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June 20th, 2004, 11:56 PM
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Re: Golden Age Arcoscephale
Quote:
Originally posted by Graeme Dice:
Of course it has redeeming qualities. It has earthpower, invulnerability, luck, body ethereal, and astral shield. It's also a flying trampler, which allows it to smash normal armies.
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Well, yeah, as long as said normal army can be broken in less than 10-15 tramples. Even Earthpower can't compensate for the enormous fatigue of trampling: I had messenger boots, a resilience amulet, and earthpower all running at once on a Fat Momma. She still fatigued out. Not cool.
Soul Vortex is definitely a solution, but the Shedu does not come with any death, nor a body slot to enable the wearing of bone armor. At 80 points a path, this is probably not something you wish to add yourself, either.
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June 21st, 2004, 12:05 AM
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Re: Golden Age Arcoscephale
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No infantry can go toe to toe with mammoths and expect to not take severe losses. There are virtually no infantry that can fight very well against Einheres, and temple guards are even more resource limited than Myrmidons.
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So what you are telling me is that Vanheim gets better infantry, better cavalry, better fliers, and recruitable SC's and GE Arco gets... mystics and philosophers. Can I at least have my elephants back please? Uberchariot isn't enough, especially when you figure in the Vandjarls and those valkries who are all over your mystics and priestesses.
As for temple guards being more resource-intensive... at least you aren't operating under FORCED SLOTH. Let's not forget that Vanheim and Caelum get 1 and 3 free temperature picks respectively. And besides, who gives a crap about temple guards when you have wingless/mammoth.
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Of course it has redeeming qualities. It has earthpower, invulnerability, luck, body ethereal, and astral shield. It's also a flying trampler, which allows it to smash normal armies.
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For 466 points? This ain't Ermor buddy. The only way I can see a Shedu doing anything productive is by incorporating soul vortex. Take 80 point paths, a forced 5+ astral, and a 125 point base cost and you are investing a lot in something you could accomplish a lot cheaper with winged boots on an Oprah.
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June 21st, 2004, 01:24 AM
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Re: Golden Age Arcoscephale
Quote:
Originally posted by Blitz:
So what you are telling me is that Vanheim gets better infantry, better cavalry, better fliers, and recruitable SC's and GE Arco gets... mystics and philosophers.
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I think you are misusing the SC term. A vanadrott cannot take on an entire army by itself, which is the requirement for the SC term. Arco also has better and more affordable mages than Vanheim, so it's pretty much evens out.
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Can I at least have my elephants back please? Uberchariot isn't enough, especially when you figure in the Vandjarls and those valkries who are all over your mystics and priestesses.
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The valkyries won't be in your rear because you'll be bringing along a staff of storms. Chariots can also deal with valkyries as they never miss.
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For 466 points? This ain't Ermor buddy.
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Astral 6, earth 4 is all that's required for the spells I listed above. That's doable with order 3, prod 1 (It's not a golden age only pretender you realize), misfortune 2, dominion 6, and a castle.
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