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Someone needed to create it
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I figured the lurker thread could start early so everyone could get their "magic & nation THEY would have picked" proclamations out of the way;
I have allready stated mine as the Bhallseraph attack plan:
Keyln; Death & Enchantment & Metamagic
But now i'm wondering if a better rush would be to use the Dovillo... They are allready pretty powerful with rushing. Add in a Haste & Death & Enchantment adept and you could really bear down on someone. Does a skeleton count as a unit to gain you an extra wolf?
Attack team;
Lucian
Warrior
Scout
Skeleton
Adept
4-5 wolves
If you rush with this while your capital goes warrior first for defense I don't think anyone could survive...
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Iâm going to get in with my thoughts early, so that they look at least a little original.
I actually think itâs a shame that this is being played as a PBEM, and not as a SP Adventure. Iâm pretty sure quite a few people would have liked to have a go, but almost everybody is already committed to at least one game. I think you could also have more fun with picks in that situation for the reasons explained below.
Iâm also disappointed that theyâve been pushing Always War. Even without it, it looks like theyâre going to have to go with a "combat" adept to have a chance. I can see a situation where more than one capital changes hands (possibly with rushers losing their own shortly after  ).
I ought to say what Iâd do myself, but there really are so many options. Balsperaphs should definitely be ruled out, because plako correctly identified that they are the âone right answerâ. Based on the above metagame thoughts, I think the standard Clan/Doviello/Illian/Hippus options will be popular.
If I was playing, Iâd go a little left-field and pick Elohim as my civ almost entirely for the worldspell. Einon could also use Philosophical to help bulb up the magic portion of the tech tree. Iâd quite like to make use of Tolerant and the fact any warriors can charge off into the enemy, so the Adept would still take Death/Enchantment/Ice. Last one of those is the tricky decision, but I think Iâd go long-term with access to the later spells which might otherwise be unavailable.
For a pure builders game on a rainforest script (which normally has either jungle or desert), Iâd take Fire/Water/Mind. However, I truly believe this isnât going to be about building.
I reserve the right to change my thinking five times before the game starts, and Iâm sure one of the players will surprise me with some clever combo. I am happy that I wonât be regretting my decision for months.
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Grigori / Ice/ Sun / Mind :neenernee
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Elohim is a good choice for defence against the rushers... Of course so is the Amurites for the ability to block off enemy mages spells.
A thought would be to go Lurchirup so that your early adept could repair the wood golems without needing to side track to Knowledge of the Ether.
Sidar for an invisable adept could be made into a strategy as well... maybe.
For sheer annoying people, go Svartalfar, Use the worldspell to make all units hidden nationality. then use your pretend barbarian Skeleton to piss people off by choking yet never suiciding against their capitals.
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Mist Wrote:Grigori / Ice/ Sun / Mind :neenernee Ok, Mist, I'll bite.
Sun???
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Early :
Mind for Inspiration. GPP from palace + Inspiration + Pacifism = 33% odds for Great Sage on turn 9 (!). And then another before turn 30. At which point you should have an elder council pumping more proper GPP making the odds much better. And if you add early writing on top...  Should be able to squeeze at least 5 Great Persons by turn 100. At which point you reset the count.
Ice not used.
Sun to scorch grass hills into plains hills. There's usually plenty of food, but never enough hammers.
Post Sorcery :
Sun for Blinding Light.
Ice for Slow. Above two in conjunction will keep any slow stack rooted firmly in place.
Mind not used
Post Strength of Will :
Ice for Blizzard. Enough said.
*********
That said Mind / Enchantment / Metamagic and Mind / Enchantment / Earth are also very tempting. And I'd probably end up with the latter.
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Mist Wrote:Sun to scorch grass hills into plains hills. There's usually plenty of food, but never enough hammers. OK. I'd not factored in that you could scorch grass - the manual must be out of date, here.
Mist Wrote:Sun for Blinding Light.
Ice for Slow. Above two in conjunction will keep any slow stack rooted firmly in place. Good thinking to get around the fact you can't chain Blinding Light two turns in a row. Will one mage be enough though, given likely resistance?
Mist Wrote:That said Mind / Enchantment / Metamagic and Mind / Enchantment / Earth are also very tempting. And I'd probably end up with the latter. So many choices!!
I agree that the Grigori are a strong option; even if you don't get the Sages then an early Adventurer has the potential to provide for your defences.
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Okay I have to admit that Grigori idea to abuse their Great Person Production ability then reset the counter early is actually a really good idea
July 8th, 2011, 06:30
(This post was last modified: July 8th, 2011, 07:04 by Ichabod.)
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[SIZE="3"]Choices so far:[/SIZE]
[SIZE="2"]Bobchillingworth:[/SIZE]
Beeri Brawl of the Luchiurp, adept has Enchantment, Death, Meta
Auric of the Illians, adept has Mind, Body, Meta
Tasunke of the Hippus, adept has Body, Enchantment, Meta
Thessa of the Ljosfar, adept has Fire, Body, Ice.
[SIZE="2"]Selrahc:[/SIZE]
1. Faeryl Viconia of the Svartalfar
-Starting Adept: Fire, Body, Ice
2. Thessa of the Ljosalfar
-Starting Adept: Fire, Body, Ice
3. Dain of the Amurites
-Starting Adept: Mind, Ice, Enchantment
4. Auric of the Illians
-Starting Adept: Metamagic, Body, Mind
Thoth:
1st Pick: Cassiel of the Gregori. Spells: Mind 1, Death 1, Metamagic 1
2nd Pick: Tebryn Ibrandi of the Sheam. Spells: Enchantment 1, Metamagic 1, Entropy 1
3rd Pick: Kandros Fir of the Stumpies. Spells: Enchantment 1, Body 1, Metamagic 1
4th Pick: Flauros of the Calabim. Spells: Mind 1, Metamagic 1, Enchantment 1.
The Reverend Doctor:
1. Varn Gosam - Malakim - Fire 1 - Metamagic 1 - Death 1
2. Capria - Bannor - Fire 1 - Mind 1 - Enchantment 1
3. Jonas - Clan - Mind 1 - Enchantment 1 - Ice 1
4. Os-Gabella - Sheaim - Metamagic 1 - Enchantment 1 - Entropy 1
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