Re: Summons: Your thoughts.....
The Golem Cult's summons are pretty good, speaking from experience. Even five plain un-sacred, unbuffed Attentive Statues are pretty mean. At enchant three, you can get them pretty early on, and they just carve through most independents (beware cavalry, barbarians) because of their 0 encumbrance- not to mention +10% hitpoints per candle of dominion.
... Beware of astral nations, unless you've got antimagic,an astral bless, or drain scales instead of magic. "Opposition" is your enemy, as well as "Elf Bane" and "Moon Blade", I suppose. Mind hunts will leave your golems unled unless you've got spares/decoys.
Attentive Statues: Earth Might is Alt2, gives those swords extra bite, affects three at a time. I've had five take out 70 independent troops. They're still effective against other nations, but you need beware your weakness.
Enliven Sentinels: 10 dominion, 50 hitpoints. 0 dominion, 25. Less afflictions. Nature bless, earth bless do not apply. Strength boost irrelevant, thanks to 22 strength and Granite Glaives (10 damage).
Granite Guards- I haven't experienced a situation that calls for Granite Guards- but I haven't made it to a late game as Agartha (2 games played). Too expensive to use against Astral nations with Opposition (barring mr boosts of your own), they have 150 hitpoints in 10 friendly dominion. They don't have additional damage capacity, though, and in a square by square battlefield analysis, they're a half as effective as Sentinels, thanks to their largeness.
Enliven Marble Oracles - get your MR up, especially against astral nations. Encumbrance is not a concern, so a Lead Shield works well.
The biggest threat to your golems is not astral magic (though that's a mean second place), it's running out of magical leadership on the battlefield. You need spares, even if they're just Earth Readers to prevent dissolution. No leaders and all your golems go pop!
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