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February 3rd, 2008, 05:40 PM
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Lieutenant General
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Join Date: Sep 2007
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Re: Pythium (MA) strategy
hmm if possible could someone answer all my other questions too... so I can have a complete view of what each of you think is the best way to play pythium?
I can see the benefit of a E4N4 pretender as in ano's advice.. both for diversity and the minor bless
But to cast angelic host you need about S5 to cast it decently (+ the easy accessable skullcap and coin)
wouldn't it be best to have that (and the 2F) on my pretender?
How else should I cast it.
I think the research of pythium is decent.. do I need magic scales to increase it or should I leave that neutral?
My other most pressing questions:
1. which troops to use for early expansion?
2. which commander to start recruiting first 10-20 turns? the arch-theurg or the theurg? an archtheurg means no troops that turn...
__________________
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 3rd, 2008, 06:12 PM
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Lieutenant Colonel
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Join Date: May 2007
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Re: Pythium (MA) strategy
You will have many ArchTheurgs with S4. Add a skullcap and get S5 for Angelic Host. As for Heavenly Choir, it requires S7F2. If you are lucky enough (as Jazzepi counted in a neighbor thread about MA Man, the probability is about 1,25%) to get an ArchTheurg with S4F1, then use ring of wizardry, skullcap and crystal coin (you will probably have access to all by that time). If not, add some unique astral booster like dimensional rod. You may also aim to cast Wish instead of Heavenly Choir using a S5 ArchTheurg.
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February 3rd, 2008, 06:33 PM
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Lieutenant Colonel
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Join Date: May 2007
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Re: Pythium (MA) strategy
As for magic scales, I know rather little amount of situations when neutral or drain scales should be taken. I think that it is almost always better to sacrifice something else and take at least magic 1. Pythium has not bad research overall..
As for the questions.
1. I can't tell you what the exact steps in the early game you should follow, because I didn't experiment with Pythium much, but your troops are very good against indies. Recruit alae legionnaires, put them to the bottom on "fire closest" and add two or three replaceable arrow catcher units for each fight. This is a very good army for early expansion, especially with prophet, certainly.
2. Well, the answer depends on what you're trying to reach. Early research is important if you are aiming for something early. For example this may be Const for items or Alt for boosters on SC. It is true for any race and any game. So if you don't need early rapid research, then you don't need ArchTheurgs in early turns. And (it may sound blasphemous) may be you don't need mages at early turns at all, depending on situation. Having no mages at 2-3 turns and a fast expansion with second castle may appear a better benefit then early research. I suggest you to try a build I've proposed for Man here http://www.shrapnelcommunity.com/thr...&sb=5&o=&vc=1. However, this build definitely needs research as you need reinvigoration on your Earth mother if you want to use her as a good fighter. If you don't rely on her as soon as she awakes, you may search sites for some turns. Everything depends on situation, as I already mentioned.
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February 3rd, 2008, 07:07 PM
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Brigadier General
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Join Date: Oct 2006
Location: Northern Ireland
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Re: Pythium (MA) strategy
Being a fan of the cyclops, I would suggest him for your pretender.
Dormant, E6N4 and dom5.
Order 3, Misfortune 2, Magic 1 and either Growth 2 or Prod 1 Growth 1(or Dom6 Growth 1).
Research personal regeneration before he gets out and he should kick several kinds of ***. Some minor items, particularly boots of the behemoth, will help him. Getting summon earthpower is also reccomended.
With a crystal matrix, if you can get one, he can also help your communions. With spells like bladewind, creeping doom, panic and living earth all getting boosted by high levels. The high level buffs, like mass regeneration, relief, army of gold/lead and gaias blessing are also avaliable to him. And summon earthpower/invunerability give your communions alot more staying power(with your bless, thats 7 reinvigoration. Add relief to that and they can keep going for a long time).
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February 3rd, 2008, 07:46 PM
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Lieutenant General
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Join Date: Sep 2007
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Re: Pythium (MA) strategy
yeah I'm looking at the cycolps too.. especially since the earth mother or whatever was suggested isn't in my reperoire
I was looking at almost the same settings as you.. you think the E6 will be better over E4 and higher prod and growth?
__________________
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 3rd, 2008, 07:52 PM
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Brigadier General
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Re: Pythium (MA) strategy
Maybe not. But it gives easier access to globals like the forge.
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February 3rd, 2008, 08:59 PM
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Private
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Re: Pythium (MA) strategy
Which then makes it easier getting rings of wizardry and the like.
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June 2nd, 2009, 09:59 AM
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Re: Pythium (MA) strategy
What are these ANGELS??? harbinger angels? how do you kill them?
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