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February 4th, 2008, 06:21 PM
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General
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Join Date: May 2004
Location: Seattle, WA
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Re: Pythium (MA) strategy
Coming to the thread late but here's my take on Pythium:
1) Pretender - more or less a bless chasis for your angels. So choose paths appropriate for that. Earth will also help your mages/communions.
2) Troops - Principes and Velites are quite adequate for initial expansion. They are superior to almost all the indy troops. Body Ethereal + Hold and Attack is a common trick for early Pythium.
3) Mages - Buy as many Arch Theurgs as you can. They are cap only and the key to a lot of your strategies. Theurgs are good for researching and can be pressed into combat if you need them.
4) Research - Long term goal is always Conj for angels. For the short term, if you are facing high value single target enemies (like Eles or Giants), you want Thaum immediately. If facing regular troops you want communions and some Evoc.
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February 4th, 2008, 07:28 PM
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Lieutenant General
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Join Date: Sep 2007
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Re: Pythium (MA) strategy
on 3) mentioned by ironhawk: should I buy them even in the turns my income is only 360.. that means the first turns you can't even build an army to expand????
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Want a blend of fantasy and sci-fi? Try the total conversion Dominions 3000 mod with a new and fully modded solar system map.
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February 4th, 2008, 07:29 PM
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Lieutenant General
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Join Date: Sep 2007
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Re: Pythium (MA) strategy
well torin... CAN my mages handle SC?? lol I dunno
__________________
Want a blend of fantasy and sci-fi? Try the total conversion Dominions 3000 mod with a new and fully modded solar system map.
Dragons wanted? Try the Dragons, Magic Incarnate nation.
New and different undead nation? Try Souls of Shiar. Including new powerfull holy magic.
In for a whole new sort of game? Then try my scenario map Gang Wars.
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February 4th, 2008, 09:00 PM
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Lieutenant General
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Join Date: Feb 2007
Location: New Orleans
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Re: Pythium (MA) strategy
Pythium's mages cannot handle Sc's until they get paralyze.
So if you have an enemy on your doorstep in 3-4 turns, then no they cant. But hydras are fairly tough, and likely could beat any sc not immune to poison at your capital(where hed have enemy dominion penalties.
In Fallacy, I gambled and took a dormant pretender. But i was
pretty worried about a rush for the 1st 3-4 turns.
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"War is an art and as such is not susceptible of explanation by fixed formula."
- General George Patton Jr.
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February 4th, 2008, 11:12 PM
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Sergeant
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Join Date: Aug 2007
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Re: Pythium (MA) strategy
Hydras are Pythium's answer to most rushes. But you have to see it coming... making enemy advance through clouds of poison is great.
Of course, if Prince of Death or Ghost is coming to visit, you will be beaten and left with capital at best.
By the way, I have stopped a Vanheim rush with 6 ATs chaining smite... but I was lucky because Vanheim player only sent 14 Vans at first. And rest of them were spread. Still lost the game (to next enemy)
It's not about beating rush, it's about convincing neighbour it is not worth it. When rush fails, both players end out of running for victory.
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May 20th, 2008, 06:01 AM
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Lieutenant General
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Join Date: Sep 2007
Posts: 2,691
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Re: Pythium (MA) strategy
No need not to keep posting about MA pythium pplz...
__________________
Want a blend of fantasy and sci-fi? Try the total conversion Dominions 3000 mod with a new and fully modded solar system map.
Dragons wanted? Try the Dragons, Magic Incarnate nation.
New and different undead nation? Try Souls of Shiar. Including new powerfull holy magic.
In for a whole new sort of game? Then try my scenario map Gang Wars.
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May 20th, 2008, 10:23 AM
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Lieutenant General
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Join Date: Feb 2007
Location: New Orleans
Posts: 2,741
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Re: Pythium (MA) strategy
Pythium would laugh at a a POD or Ghost King if it rushed it.
Laugh. You have been hanging around your nephew too long Nik!
POD has no answer to solar rays. Evoc 2.
__________________
"War is an art and as such is not susceptible of explanation by fixed formula."
- General George Patton Jr.
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