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July 22nd, 2004, 03:40 PM
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Corporal
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Join Date: Jan 2004
Posts: 98
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Re: Tuatha endgame
I recently got totally destroyed by Tuatha in a recent game. What the Tuatha player did was put 5-6 bards at the back of the map with 5-6 Air2 mages. Gave someone on the field of staff of storms, and the mages cranked out False Horrors at an alarming rate. The Bards did their reinvigoration song so the mages could cast forever. By the time my units approached the enemy, there were often 30+ False Horrors, with more showing up every turn. It was a total rout every time. Throw in a few Tuatha units to cover the mages/bards, and you are good-to-go and completely stealthy.
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July 23rd, 2004, 03:43 AM
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Corporal
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Join Date: May 2004
Location: vermont
Posts: 133
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Re: Tuatha endgame
I recently had a fortified city created by a arndom event ( not even my nation type) so I imagine a random event can destroy em also
frosted flake
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July 23rd, 2004, 04:21 AM
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Lieutenant General
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Join Date: Dec 2003
Location: Alaska
Posts: 2,968
Thanks: 24
Thanked 221 Times in 46 Posts
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Re: Tuatha endgame
Quote:
Originally posted by Frosted Flake:
I recently had a fortified city created by a arndom event ( not even my nation type) so I imagine a random event can destroy em also
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No, there is not an event (nor spell) that destroys a fort. Imagine it happening on turn two; and everyone thinks the current lab/temple event is mean .
[ July 23, 2004, 03:22: Message edited by: quantum_mechani ]
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July 23rd, 2004, 04:46 PM
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Sergeant
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Join Date: Feb 2004
Posts: 320
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Re: Tuatha endgame
Could almost make me think about taking negative luck every game...
Nah...
- Kel
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July 23rd, 2004, 10:45 PM
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Major
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Join Date: Sep 2003
Location: Oregon
Posts: 1,139
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Re: Tuatha endgame
Arg, double post.
[ July 23, 2004, 21:47: Message edited by: Jasper ]
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July 23rd, 2004, 10:46 PM
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Major
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Join Date: Sep 2003
Location: Oregon
Posts: 1,139
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Re: Tuatha endgame
I'm playing Tuatha right now; some thoughts.
-Cloud Trapezing Sidhe Lords and Tuatha are a powerfull tool.
-Lightning kicks ***.
-Soothing Song kicks ***, especiall with gemless battlefield summons.
-Nature has strong mass battlefield magic.
-Nature can branch out into any sorcery via Lamia Queens.
-Air Queens are good.
-Vine Ogres, Kith. Lions, Lamias, and Tarrasques area ll good summons. Hama Dryads are ok in the right circumstances.
-If you find some death mage independents, go to town with Soothing Song + Animate Skeleton.
Storm is your friend, forget about Longbows except possibly for early expansion.
-Take the minimum luck you can, Luck 1. Accept this as the major handicap it is.
-Blessing strategies in general aren't worth it, but Water 9 Tuatha is one of the few decent ones. You lose a ton of income, but you make a fair amount of it back via sacred reducing maintenance costs. And your Sidhe really kicks ***, especially with 50% quickness, which when combined with soothing song lets you get 50% out of each Sidhe mage.
I am playing Water Dragon, W9, Dom 6, Production -1, Magic +1, Luck +1, 80pt castle.
[ July 23, 2004, 21:51: Message edited by: Jasper ]
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July 23rd, 2004, 10:50 PM
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Major
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Join Date: Sep 2003
Location: Oregon
Posts: 1,139
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Re: Tuatha endgame
Quote:
Originally posted by Kel:
Could almost make me think about taking negative luck every game...
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Order +3 Unlock -2/-3 IMHO is clearly more powerfull than other combinations. The bad effects of unluck are almost completely mitigated by Order 3. The only reason to pick something else is for roleplaying reasons, or because your theme can't.
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