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[SPOILERS] Balseraphs: A Guide to Mis-Management (by Kyan and TT)

Yeah, that was one of the problems...
Current games (All): RtR: PB80 Civ 6: PBEM23

Ended games (Selection): BTS games: PB1, PB3, PBEM2, PBEM4, PBEM5B, PBEM50. RB mod games: PB5, PB15, PB27, PB37, PB42, PB46, PB71. FFH games: PBEMVII, PBEMXII. Civ 6:  PBEM22 Games ded lurked: PB18
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If you aren't doing Death I don't see what you are trying to accomplish. Gibbon is great and all, but its just one unit. Are you going to design your game around just one unit? Where is the bulk of your army coming from?

Darrell
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Actually, all we need is that unit and a good honour good guard.

http://forums.civfanatics.com/showpost.p...stcount=20

Quote:Well, Summoner now only gives 2 turns instead of 3. But the real kicker is the Tower. Normal Water elementals split when they die into two Weak elementals, and then if those die nothing happens. But Strong Water elementals (which you only get from the Tower of Elements) split into normal elementals when they die, which can then split AGAIN. Twincast also doubles everything.

So with the Tower, a properly promoted Hemah would summon two Strong elementals, which would attack and die, giving four normal elementals, which attack and die, giving eight Weak elementals. 2+4+8 = 14 attacks.

Summoner doubles things again. If you let Hemah summon two Strong elementals, wait a turn, and let him summon two more, then you could have as many as 4+8+16 = 28 attacks.

If you're Keelyn, things get silly, because puppets multiply the effect of Summoner by a factor of 4. Hemah summons two puppets, which each have twincast. Everyone waits a turn (the puppets don't die because of summoner). Next turn Hemah summons two more puppets, giving a total of four puppets. Each puppet summons two Strong Water elementals, giving 8 elementals summoned this turn. Everyone waits one more turn. Two puppets die, and Hemah summons two more to replace them, giving a total of four puppets again, who summon eight more Water elementals. So there are a total of 16 Water elementals (8 this turn + 8 last turn) which can attack this turn. Assuming they all attack and die (16 attacks), and all the normal ones attack and die (32 attacks), and all the Weak ones attack (64 attacks), that gives you 108 attackers produced just from Hemah, given a 2-turn build up. I think that would be enough to crack just about any city.
Current games (All): RtR: PB80 Civ 6: PBEM23

Ended games (Selection): BTS games: PB1, PB3, PBEM2, PBEM4, PBEM5B, PBEM50. RB mod games: PB5, PB15, PB27, PB37, PB42, PB46, PB71. FFH games: PBEMVII, PBEMXII. Civ 6:  PBEM22 Games ded lurked: PB18
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Yawn. At least it hasn't been done before, but I still would like to see someone properly use Death II with Keelyn.

Darrell
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darrelljs Wrote:Yawn. At least it hasn't been done before, but I still would like to see someone properly use Death II with Keelyn.

Darrell

Actually - I'm with Krill on this one. Death has been milked. Haven't we seen enough Spectres in Ffh PBEM2?
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That's like saying you've had too much chocolate cake...its just no possible wink.

Seriously though Vampire based Spectres and Keelyn Spectres are very different. With Keelyn, its all about finding a way to get enough units to 10 XPs, and the abusing Puppets+Summoning. There's a meta game reason as well...being so reliant on one unit is a huge vulnerability.

Darrell
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Sorry Darrell, I also have to agree that Water is clearly superior here tongue



Don't forget that you can take Spell Extension to give them an extra movement. Also all your combat summons start with CI, thanks to the Summoner trait. Oh, and Water Elementals get free waterwalking, so you can attack over coast and use them for amphibious assaults.




Kyan, you're beating everyone so badly it's hilarious- the Nic diplo is particularly funny since you can't actually take cities with HN units tongue



Also I agree that this looks like an awesome map- I love the inclusion of flavor elements and swamps and stuff! That barb city must be Acheron- normal barb cities don't usually appear until turn 70 or so, and barb cities won't have culture until very, very late in the game (unless a Barbarian trait civ is feeding them savants or something, as has been known to occasionally occur).
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Bobchillingworth Wrote:Kyan, you're beating everyone so badly it's hilarious- the Nic diplo is particularly funny since you can't actually take cities with HN units tongue

You can declare nationality at any time though cant you?
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Yeah, although that would mean giving up the promotion for later. I forget if you can even take cities using animals- they already have a penalty to city attack to begin with so the odds would have been awful against even one warrior, anyway.
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true but perching him on a peak and sniping workers etc would have really stilted his growth. Would be almost like having a mistform sat next to your capital
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