|
|
|
 |

September 10th, 2004, 07:44 PM
|
 |
Major
|
|
Join Date: Sep 2003
Posts: 1,177
Thanks: 0
Thanked 1 Time in 1 Post
|
|
Re: 10 Magic Strength Pretenders....
Quote:
archaeolept said:
also Death 10 is much superior to Death 9, though still not that good IMO, and so might reasonably to taken for a PoD, who wants very high death anyways.
|
Death 10 (especially on a PoD) is the only level-10 blessing I'd consider. On sacred troops, Lesser Fear(-1) -> Fear(+0) is a much better improvement than an extra point of ATT, DEF, STR, reinvig, etc. And the PoD also benefits from it (+19 -> +20). Remember enemy troops suffer an extra -1 to their morale check at fear levels 0, +5, +10, +15, etc.
And it also means an extra Ghost per Summon Ghosts ritual 
__________________
God does not play dice, He plays Dominions Albert von Ulm
|

September 10th, 2004, 08:19 PM
|
Major
|
|
Join Date: Jul 2004
Location: Alexandria, VA
Posts: 1,019
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: 10 Magic Strength Pretenders....
Nature 10 would be useful for Serpent Cult Pythium. The +4 berserk hydras are mini-SCs sans leadership.
I once killed 2 fully decked berserked ice devils with 11 blessed hydras and some other assorted stuff. Lost only 1 hydra besides a bit of fodder. And this was with just a nature 7 blessing, which was perhaps the stupidest blessing ever selected by anybody anywhere. But it was my second MP game and I was a complete newbie at the time.
Come to think of it, I still AM a complete newbie! 
|

September 10th, 2004, 08:26 PM
|
Captain
|
|
Join Date: Jul 2004
Location: New York
Posts: 863
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: 10 Magic Strength Pretenders....
Panther that ice devil battle isnt exactly accurate...you had like 30 tritons that caused the ice devils to go berserk(they had hellswords) which prevented them from casting their initial spells. Tritons are good at killing sc's before they get a chance to cast spells.
|

September 10th, 2004, 08:36 PM
|
Major
|
|
Join Date: Jul 2004
Location: Alexandria, VA
Posts: 1,019
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: 10 Magic Strength Pretenders....
Ah, your right! I had totally forgotten about that part. It's tough to get old!
I still think my hydras would have done a very good job on your ice devils anyway. Nine attacks per creature with multiple creatures drops the defense down so low that many attacks will always get in.
In fact, the summer lions and vine ogres were doing a very good job all by themselves, and blocking the hydras from even attacking until late in the battle. But the only reason the lions and ogres were doing any good at all is because of the lack of buffs on the devils.
I stand corrected. And I have to remember that strategy...
|

September 10th, 2004, 08:58 PM
|
Captain
|
|
Join Date: Jul 2004
Location: New York
Posts: 863
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: 10 Magic Strength Pretenders....
Is it by the amount of attacks or the amount of attackers that drops defense down? I thought it is the amount of attackers.
Anyway I wonder how good a n10 bless strat with the hydras would turn out. I believe sc's could take them out without a problem if equipped with any of the poison resist items. But are the serpent cult mages n3 because if so you could have them scripted to charm when you get attacked by sc's.
|

September 11th, 2004, 12:59 AM
|
 |
General
|
|
Join Date: Nov 2000
Posts: 3,013
Thanks: 17
Thanked 25 Times in 22 Posts
|
|
Re: 10 Magic Strength Pretenders....
Quote:
Aku said:
Is it by the amount of attacks or the amount of attackers that drops defense down? I thought it is the amount of attackers.
|
It's the number of attacks.
Quote:
But are the serpent cult mages n3 because if so you could have them scripted to charm when you get attacked by sc's.
|
They are only W1N2?1, which is my major gripe with the theme.
|

September 11th, 2004, 10:16 AM
|
Corporal
|
|
Join Date: Aug 2004
Posts: 98
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: 10 Magic Strength Pretenders....
Earth-10 on a cyplops is also good, esp. for pythium. Good rein for both communicants and mages, +4 armor that can make the mages Last a quite a bit longer, A pretender that can take lots of punches early on and a truly suberb Enliven statues caster. Just slap on earth boots and he makes 26 statues a turn with the price tag of 20E, or 0,75 gems a piece. (usually 2 gems a piece.) The statues augment pythian mages very well, being mindless lifeless 14 def 22 prot 15 hp size 3 troops that can protect your mages against sc's and armies for quite some time while the said mages deal destruction. As a Last bonus, once you reach alt9, that you are going to want for wish anyway, you can cast army of lead that is a battlefield-wide protection/mr spell that turns even militias (or mages, for that matter) into a stone wall...
|

September 11th, 2004, 10:57 PM
|
Major
|
|
Join Date: Jul 2004
Location: Alexandria, VA
Posts: 1,019
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: 10 Magic Strength Pretenders....
Quote:
Graeme Dice said:
They are only W1N2?1, which is my major gripe with the theme.
|
I found this out the hard way, never having played Serpent Cult Pythium before my game mentioned above. I had to have a thistle mace with nearly every mage I owned in order to cast charm. One thing I did like is the W1 with those guys for the quickness.
I had heard that SC Pythium was not very good. I think this is mostly correct, but I wish the game could have Lasted long enough to have my 20+ nature-blessed berserked hydras fighting the 50+ devils. Would have been very interesting to see how it went. The devils are not fully immune to the poison.
I may have to test this out if I get some time.
|
Thread Tools |
|
Display Modes |
Hybrid Mode
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|