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May 23rd, 2004, 11:33 PM
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General
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Join Date: Jun 2003
Location: az
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Re: C\'Tis Desert Tombs -- 200 pts?
Quote:
Originally posted by Norfleet:
The theory goes that having both holy and unholy priests (as well as killer dominion) is a major boost.
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If you could purchase the unholy priests then that would be a major boost worth considering this theme. Since the only way you can get more unholy priests is by summoning them... it's not really that good in my opinion .
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May 24th, 2004, 01:44 AM
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Major General
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Re: C\'Tis Desert Tombs -- 200 pts?
Quote:
Originally posted by NTJedi:
If you could purchase the unholy priests then that would be a major boost worth considering this theme. Since the only way you can get more unholy priests is by summoning them... it's not really that good in my opinion .
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I never said I agreed with the theory.
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May 24th, 2004, 05:09 PM
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Sergeant
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Join Date: Dec 2003
Location: Würzbueg, Germany
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Re: C\'Tis Desert Tombs -- 200 pts?
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I take it that you've never played either theme, and are under the misconception that a death scale is the same thing as a population killing dominion.
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Yes that was a mistake indeed. I thought negative death was the reason for ermorian depopulation. Sorry to bother you .
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May 24th, 2004, 06:22 PM
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Corporal
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Join Date: May 2004
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Re: C\'Tis Desert Tombs -- 200 pts?
I use quite like this kind of tactic with DT:
Pretender: Great Sage
6Death and 1 in all others
+1 order
-1 death
+3 warmth
+3 magic
+3 prod
0 growth
Watch tower is enough
Rest to dom strength
And now to the game:
- Build exclusively Sauromancers and once in a while a leader to command your troops
- Research: 8 conjuration, 4 construction, 9 conjuration
- Turn your only priest to prophet and make tomb wyrms
- Your sauromancer death power varies from 3 to 4, if only 3 make after Well of Misery, The Staff of Skulls to raise it to 4. It's relatively cheap produce them at that point of the game, if you've searched magic sites with your sage.
-By conjuration 9 you should have a nice pile of death gems and horde of level 4 death sauromancers. Now.. call Ghost riders. Why?
*They are cheap (5D gems)
*They rock
*You can mass em to far provinces
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May 24th, 2004, 08:36 PM
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Sergeant
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Re: C\'Tis Desert Tombs -- 200 pts?
Quote:
Originally posted by Azhur:
I use quite like this kind of tactic with DT:
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Why not just use the 200-point-cheaper base C'tis who can do almost the same exact tactic?
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May 24th, 2004, 09:07 PM
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Lieutenant Colonel
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Re: C\'Tis Desert Tombs -- 200 pts?
Quote:
Originally posted by Yossar:
quote: Originally posted by Azhur:
I use quite like this kind of tactic with DT:
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Why not just use the 200-point-cheaper base C'tis who can do almost the same exact tactic? No wyrms?
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And burn the plain land them before:
Then shall they pass away in haste,
When that they find nothing but waste...
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May 24th, 2004, 10:37 PM
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Sergeant
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Re: C\'Tis Desert Tombs -- 200 pts?
Quote:
Originally posted by Reverend Zombie:
quote: Originally posted by Yossar:
quote: Originally posted by Azhur:
I use quite like this kind of tactic with DT:
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Why not just use the 200-point-cheaper base C'tis who can do almost the same exact tactic? No wyrms? The wyrms aren't bad but you're only going to have one guy reanimating them? (at 2 per round if he's your prophet) You lose the seprent dancer, 200 points, and are forced to take death. Doesn't really seem worth it to me.
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May 24th, 2004, 11:07 PM
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Major General
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Re: C\'Tis Desert Tombs -- 200 pts?
Quote:
Originally posted by Yossar:
The wyrms aren't bad but you're only going to have one guy reanimating them? (at 2 per round if he's your prophet) You lose the seprent dancer, 200 points, and are forced to take death. Doesn't really seem worth it to me.
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The Wyrms are difficult to acquire early on in anything approximating useful numbers, require a very strong blessing to pay off, possess all of the undead weaknesses, and aren't THAT tough.
Death-6 is not what I'd call a strong or really useful blessing, so the Tomb Wyrms are not-that-useful. With a 200 point cost just for the theme, you're going to be hard-pressed to cram anything passing as a useful blessing on to top of that without having crap-for-scales which will render the living components of your army irrelevant.
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May 24th, 2004, 11:39 PM
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Sergeant
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Re: C\'Tis Desert Tombs -- 200 pts?
Quote:
Originally posted by Norfleet:
quote: Originally posted by Yossar:
The wyrms aren't bad but you're only going to have one guy reanimating them? (at 2 per round if he's your prophet) You lose the seprent dancer, 200 points, and are forced to take death. Doesn't really seem worth it to me.
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The Wyrms are difficult to acquire early on in anything approximating useful numbers, require a very strong blessing to pay off, possess all of the undead weaknesses, and aren't THAT tough.
Death-6 is not what I'd call a strong or really useful blessing, so the Tomb Wyrms are not-that-useful. With a 200 point cost just for the theme, you're going to be hard-pressed to cram anything passing as a useful blessing on to top of that without having crap-for-scales which will render the living components of your army irrelevant. Well they are the one of the best free undead units. They have 10/11 (?) armor, 15 Magic Resist (most Undead have 9) - that can be buffed to 18, good attack although bad defense, and 39 (?) hit points. I can't rem off the top of my head, and don't have access to my Ctis games. They also don't have the 'Cannot Heal' flag that most undead are afflicted with.
They're mainly banish tanks. Besides, Ctis undead are just ever so slightly better than your average undead, with usually 6hp over 5. The only decent blessing for them is either high Fear or 9-Fire for damage.
Worms are obviously a middle-late game strategy. Make your Tomb King prophet, site search until your pulling in 8-12 death gems a turn, then start massing the undead. Usually i try to have a 2/1 ration of Unholy priests summoning Worms and Longdead, respectively. I like making a Wyrm SC with Ctis Desert Tombs to keep the middle game momentum alive.
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