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December 11th, 2006, 03:11 PM
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Brigadier General
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Join Date: Oct 2006
Location: Northern Ireland
Posts: 1,923
Thanks: 2
Thanked 5 Times in 5 Posts
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Re: New Mod: Magoserium
Screen of earth guys set to attack closest and a bunch of ether servants just behind on hold and attack closest, the earth servants reach combat and pin the enemy, the servants rush in and(due to small size and stacking fear+0) the enemy morale plummets, then the number of attacks and possibly evocations coming at them makes them rout.
I said the bone guys needed precision to make them good patrollers, now they just seem like weak ether servants.
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December 11th, 2006, 04:45 PM
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Sergeant
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Join Date: Jan 2004
Location: athens, georgia
Posts: 274
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Re: New Mod: Magoserium
The Skeleton Servants are the weakest of the servants, no doubt. They have two pros: they count separately under leadership, and they do not rout. This might not be enough. They are supposed to be kind of undead dog constructs made of bones, gem dust, and wire. Perhaps speed would make them a more valuable unit. They could be better patrollers, and a quick reaction force....
Ether Servants--this is basically how I have used them in my trial games. If the enemy has slingers or archers they tend to get slaughtered while they are waiting for the Earth Servants to engage.
I take your suggestions seriously. I'll make some changes tonight after I have a chance to do some testing.
__________________
--Uh-Nu-Buh, Fire/Death
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December 11th, 2006, 04:46 PM
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Sergeant
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Join Date: Jan 2004
Location: athens, georgia
Posts: 274
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Re: New Mod: Magoserium
BTW, what do you think of the other servants? Particularly the holy servants?
__________________
--Uh-Nu-Buh, Fire/Death
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December 11th, 2006, 05:06 PM
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Brigadier General
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Join Date: Oct 2006
Location: Northern Ireland
Posts: 1,923
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Re: New Mod: Magoserium
The other servants are nice but i havnt used them much due to the power of ether servants(who look very cool on the battlefield) and the holy servant hasnt been used much either as ive been going for good scales.
I hide my ether sevants just behind my earth servants and the hold and attack means the earth servants engage before them. As they are not large, archer, cavalry or closes its hard for them to be targetted by archers.
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December 11th, 2006, 11:34 PM
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Sergeant
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Join Date: Jan 2004
Location: athens, georgia
Posts: 274
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Re: New Mod: Magoserium
Changes in this version:
--shock bolt uses better special effects
--fire carpet uses better special effects
--Spectral Servant is slightly nerfed: susceptible to fire, is a poor amphibian, and speed is now 2/15
--Skeleton Servant is slightly upgraded: less susceptible to missile weapons (reflects that he is just bones, no flesh, and moves fast), has a higher precision for patrolling (8 instead of 5), and has great speed and endurance at 3/25
--Earth Servant now has upgraded sprite--more solid like the earth he is made of
--incresed Battle Lords to have a move of 3/10 to reflect their hardened history of war, and to give a strategic move of 3 to a commander that can escort the Skeleton Servants for quick reaction manuevers
I think the Skeleton Servants are finally up to the standards of the other servants. The Earth Servants quite plainly rock as cheap heavy infantry--their big constraints are they are capitol only units, they do not heal, they don't do much damage with their stonefist attack, and they have no shields so they are susceptible to missile fire.
All the servants are capital only units. None of them heal except in laboratories. They are many and varied, but they just barely equal out the lack of starting gem sites.... That lack is hard to get over until mid-game, and all but cripples a mage-based approach--and this in a land of mages!
__________________
--Uh-Nu-Buh, Fire/Death
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