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Re: Golden Age Arcoscephale
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Soul Vortex is definitely a solution, but the Shedu does not come with any death, nor a body slot to enable the wearing of bone armor. At 80 points a path, this is probably not something you wish to add yourself, either. |
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As for temple guards being more resource-intensive... at least you aren't operating under FORCED SLOTH. Let's not forget that Vanheim and Caelum get 1 and 3 free temperature picks respectively. And besides, who gives a crap about temple guards when you have wingless/mammoth. Quote:
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[ June 21, 2004, 00:59: Message edited by: Blitz ] |
Re: Golden Age Arcoscephale
A few things people have missed about the Shedu that I think bear mentioning:
1) It's unique in that it is the only Pretender in the game to get both Earth and Astral magic naturally. This means that, if you want high Dominion, Earth magic, and Astral magic, he is the best choice for pretender. 2) He plays into the natural strengths of GE Arco. Magical research is one of GE's best strengths. Another is the fact that it gets Air, Earth, and Astral gems naturally. This allows for synergy. 3) He is a very multifaceted Pretender, for being a nonhumanoid. Early-game, he _can_ take provinces. Mid-game, he can research, site-search, forge Crystal Coins, Dwarven Hammers, and other utility items. Late-game, he can be a Golem factory or continue in the mid-game roles. 4) His blessings are very mage-friendly. While it's true that Arco gets no 'real' sacred mages, there is always the Shroud of the Battle Saint. You have to decide if Reinvigoration + Magic Resistance on Armor that costs 5S is good enough for you, though. Do I think all of this warrants his cost? Well, I think he may be overpriced. Bringing him down to 75 (to equal the Great Mother) might be a good idea. I will point out, though, that no one can beat him in his bailiwick, not even the human pretenders, and he's far more survivable than even the giants. Consider the following Pretender: Pretender: Shedu Cost: 125 Scales: Order3 Sloth1 Growth1 Magic1 Cost: 160 Fort: Castle Cost: 80 Paths: Earth 4 Astral 4 Cost: 96 Dominion: 5 Cost: 21 Total Cost: 125 + 160 + 80 + 96 + 21 = 482 Note this is without taking Misfortune, and taking Growth-1 (which I'm sure most people would find a waste). This would make the Shroud: 5 Prot 0 Enc +3 MRL (this isn't going to do much) Reinvig 2 +1 MR For 5 Astral Pearls. This path selection would also directly benefit any sacred mages you run across (Amazon Priestesses, Shamen, Witches, etc.). Should the Shedu be lowered to 75 points, I could afford one more scale and a 6 Dominion. If I took Misfortune-2, I could go to Earth-6, increasing the bless effect and making the effect of some 'Construction summons' (Enliven Statues) more effect. In any event, I think the Shedu offers more than people are seeing right now. |
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Cost: Squat Scales: Order 3 Sloth 1 Growth 1 Magic 1 Cost: 160 Fort: Castle Cost: 80 Paths: Earth 4 Astral 4 Cost: 222 Dominion: 5 Cost: 21 Total Cost: 0 + 160 + 80 + 244 + 21 = 505 Cut 5 points off your design and you can have the 4-armed beatdown of death. Dunno about you, but I'd rather have a fortress and the Natty. Of course with 4 astral you may as well take an immobile, for all the good he'll do outside the capitol. [ June 21, 2004, 02:13: Message edited by: Blitz ] |
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Or lol even better...
Pretender: Wurm Cost: 75 Scales: Order 3 Sloth 1 Growth 1 Magic 1 Cost: 160 Fort: Castle Cost: 80 Paths: Air 1 Nature 1 Cost: 100 Dominion: 5 Cost: 21 Total cost: 426 points (spend the rest as you wish) Now you got a much better expander, and later in the game he can sit in the lab and forge rainbow armor instead of shroud of the battle saint! Quote:
No, even when seeking the allpowerful earth/astral blessing, the Shedu still sucks. Sorry. [ June 21, 2004, 02:40: Message edited by: Blitz ] |
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PvK |
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PvK |
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Why use a big trampler at all? Why not just use a non overcosted chassis with a full compliment of equipment slots... or barring that, if you REALLY want to trample, why not use an encumbrance 0 POD or something? At least then you can soul vortex and hold 2 shields... plus wear maybe some armor. For the love of god WHY? Prince Of Death DDDDD EEEE SSSS Dominion 5 Boots of Behemoth Order 3 Sloth 1 Castle Do I win now? Oh my god please just stop. [ June 21, 2004, 02:46: Message edited by: Blitz ] |
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And by the way, asking if you "win" is pointless when this isn't a competition. [ June 21, 2004, 02:58: Message edited by: Graeme Dice ] |
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Ok screw it. You wanna play with your shedu go nuts. If you want to sit there and dream up asinine scenarios whereby the Shedu is clearly the unit of choice, far be it from me to stop you.
I'll be sure to look forward to your next posting regarding the awesome power of the Asynja, Great Black Bull, Arch Druid, and Lord of the Gates. |
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EEEE SSSSSS Dominion 6 Order 3 Sloth 1 Castle Why? Well it's a matter of taste and the PoD is ok, but the Shedu can't be banished, this Shedu is much harder to Mind Duel than that PoD, and as others have said, trampling has different pros and cons than hand weapons. Trampling can kill people more quickly than a sword. This means more shock value, which is important to fliers. One strength of a strong flier attack is that it may do a lot of sudden unexpected damage, causing a rout which can be mopped up easily by fliers. The reason a Shedu, or a small group of Wind Riders, often dies when they attack rear, is lack of critical mass - they get outnumbered and swarmed and rout first. Shedu attracts a lot of attention and causes a lot of damage to Groups which Wind Riders might have trouble with. Wind Riders do well against the units the Shedu can't easily stomp. Combined arms. One of the difficulties is the time it takes GE to build up a large enough force of fliers. Well, with a Shedu mixed in, it provides a very strong boost to the required critical mass. Yes a PoD can do that too, and it's fine if you prefer a PoD. Shedu may be overpriced, but it's not useless, and it fits a certain play style and has some unique advantages. PvK P.S. Dropping cost to 75 points, or making Shedu E1S2 or E2S2 might be good adjustments. I have used Great Druid before (yes I do like getting extra vine ogres), and I might use Asynja some time. Which is not to say that they couldn't be better (mb increase vine bonus and/or Nature +1-2 on Druid, and lower cost or increase something on Asynja). My point about these is that they do have some advantages, even if maybe they might be a bit overpriced or could use a bit of a boost. [ June 21, 2004, 03:40: Message edited by: PvK ] |
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Oh, interesting. Sounds like a bug. I usually had a whole additional army, so I guess I didn't often, if ever, get a chance to see that.
BTW, I created the Shedu I just mentioned. Crunch, God of Mountains, Patron of Soldiers, Guardian of Existance. I like the title. I set it up on Aran against 11 impossible AI's with Indy strength 5, to see how well what I mentioned would meet my own standards. Heh - has anyone ever tried Farstrike with a Shedu? I figure it ought to be about Damage 49 for Earth 4... So far it splats everyone in one shot, but no hard targets yet. Shedu seems to be able to flatten at least 20 men before running out of fatigue. Currently Crunch tops the hall of fame, and I haven't even been able to hire any flying escorts yet (wanted to get some Myrmidons yet - yes, the Sloth makes it slow to recruit them. PvK P.S. First heavy cavalry + crossbow indies met. I only have six Myrmidons, a Myrmidon leader, the starting Peltasts and Cardaces plus six, and what's left of Dante's Stingers. The Myrmidons are in front and stand outnumbered by heavy cavalry, and stand firm, taking some bruises but losing zero men. Crunch then farstrikes someone and floats over to the crossbows and commanders, who were in a tight group. Crunch. Routed enemy. Crunch crunch crunch. No sweat, so far. BTW we didn't mention that GE has 100-gold lab building costs, and the scrying dominion. Another kind of savage thing you could do as GE Arco is build lots of Myrmidon commanders, and give the better of them magic trinkets. Gold can be in abundance while building high-resource troops with Order 3, and 35 gold vs. 14 gold for a regular myrmidon gets a commander Version with better skills, which can be a thug or super thug. I guess you can only build one, when you could be building a Philosopher or Mystic or Wind Lord, though. Still, if/when you do get short on gold, it's a cheap and pretty good unit. [ June 21, 2004, 06:41: Message edited by: PvK ] |
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[ June 21, 2004, 06:36: Message edited by: Graeme Dice ] |
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Meh. I tend to hate safety features. Safety features are for the weak and timid! I prefer my things to be unsafe and pose a severe health hazard to the ignorant and uninitiated. It's more fun that way, because it limits their usage to me.
[ June 21, 2004, 06:41: Message edited by: Norfleet ] |
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How about if you have two or more Groups on Guard commander (guarding the same commander) - maybe that would disable the safety feature, if you want to.
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Ok, first injuries were from an unlikely source - Blowpipes and Woodsmen!
A lucky blowpipe shot managed to kill a Myrmidon! Very lucky shot, I guess. Then, the druid put my Shedu to sleep with the Sleep spell! Of course, I had timed the attack properly so that, even though I still had no flying escorts for the Shedu, they barely hurt him while he was unconscious, and the Myrmidons and Cardaces arrived the next turn to wipe them out. The Shedu took a chest wound though - time to heal. My luck improved the next turn though as I set my priestess to heal as the Shedu flew in for repairs, and he was healed immediately. Back to action, and now I have a few fliers for escort. Sadly, I do need to get some sleep, as a ridiculous work week lies ahead, so the experiment will be on hiatus for a while. However, I am not at all displeased with the results so far. The only real weak point I see is the low resources versus the costs of the good units. However Cardaces cost almost no resources, and serve the purpose of having men to help kill indies with at first. When a Shedu is scheduled to go wipe out the rear (especially when escorted), Cardaces can fill the gap for a while. PvK |
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The primary problem with the Asynja is not really her stats, but the fact that she fails to fill any niche that the Allfather or Titan cannot do better. |
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Also, IIRC, the Nataraja only gets one miscellaneous slot. This causes problems when you want to boost his paths. Ironically, the only slots that matter for boosting Astral magic are the Head and Misc. slots, and that means that the Shedu can boost his Astral magic more than the Nataraja. Something else you miss is that the Shedu is more economical than the Nataraja at boosting his initial paths past 4. This means that, should I want to have a better blessing than a simple 4S4E, the Shedu is definitely the better choice. Finally, a friendly piece of advice for you: "Those who say something cannot be done should get out of the way of the people doing it." |
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Rainbow Armor: Cost: 5 Air + 5 Nature gems Prot 8 Def: 1 Enc: 1 MR: +3 Reinv: +3 Shroud of the Battle Saint (4E4S): Cost: 5 Astral gems Prot: 5 Def: 0 Enc: 0 MR: +1 Reinv: +2 Now that's the surface. Now, considering that we are talking about mages, that means the Enc will be doubled for the purposes of fatigue, to 2. This makes the effective Reinv of the Rainbow Armor +1, not +3. Assuming that Quickness is put up (and when we're talking about Arco's Mystics in Communion, this assumption is pretty fair), this Enc should be removed twice for 2 spells being cast per turn. This makes the effective Reinv of the Rainbow Armor -1. There is also the fact that the Shroud costs half as much as the Rainbow Armor (which we'll ignore because of the better Prot and Def Ratings of the Rainbow Armor). Finally, you have to consider that Arco has no easy access to nature gems to forge the Rainbow armor. The Shroud, OTOH, is much more easily obtainable. Quote:
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Asynja Air-4 Earth-3 Nature-3 Tested twice using Theme: Midgard Order +3 Production +3 Cold +1 Drain +2 Dominion: 5 Castle and Theme: Midgard Order +3 Cold +1 Magic +1 Dominion: 5 Castle Remarks: (1) Cheaper than a Titan or Allfather with similar magic. (2) Compliments Midgard's magic rather nicely. (As a matter of fact, with this pretender you can eventually achieve level 5+ in every path magic using only national mages and Construction 2-6 items - right, no empowerment, no indies, nada.) (3) Lots of good early buffs early - Mistform, Mirror Image, Personal Regen, etc. - making full use of her potential early. I chose Earth and Nature above Water and Death because (a) regen is a must have for an early SC (b) Earth magic is a dead end for Midgard without at least 2 levels on the pretender (c) Quickness is great but you can get it on boots eventually (d) Soul Vortex is great but isn't available as soon as the other buffs. How does this Asynja compare to a Titan with the same skills? She loses the shock resistance, but she's cheaper and come with better fighting skills. Rather positive. How does she compare to the Allfather? Well, to make the best use of his starting magic, you'll want to buy a couple extra levels of Death, as well as a couple levels of Water to take advantage of the cheap paths. And probably reduce his air magic to 3 to get one more tick in a scale. Such an Allfather would be superior, but it comes with a 80 points deficit - and loses the air-4 blessing as well. So it depends on whether you want the stronger scales or not. If the former, this Asynja is still an impressive fighter. With the other 2 themes you may want to buy her different magic paths. |
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Honestly, I am sick of this. Both of you have already admitted that the Shedu is overcosted, which pretty much is the whole damn point. While yes, the Shedu does fill the niche of "early flying trampler for people who want an earth-astral blessing", in all honesty that is a very limited role of extremely dubious merit.
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While this thread was meant to be a discussion of the golden era theme, it has become a forum for defending the shedu... a chassis that I've never seen in a MP game. If you find absolute terms such as "useless" so offensive and need to take it upon yourself to prove otherwise, by all means be my guest. [ June 21, 2004, 18:06: Message edited by: Blitz ] |
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I use Shedu quite abit. But since it sounds like you are mostly giving "Johan" arguments (numbers, balance, strategy, winning) there isnt much for me to put in. Im not saying you are right, just that its for others to debate you. http://forum.shrapnelgames.com/images/icons/icon7.gif
I tend to use it more for "Kristoffer" reasons (theme, storyline, kewlness, RPG, solo). Its still a good idea for no choice to actually suck in either Category. But everything in the game seems to be a blending/comrpomise between both viewpoints. [ June 21, 2004, 19:16: Message edited by: Gandalf Parker ] |
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[ June 21, 2004, 19:22: Message edited by: Graeme Dice ] |
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Graeme, if you honestly believe that the Shedu is a balanced, well costed, viable pretender choice for Arcoscephale at this point, you probably won't be convinced otherwise. At first I suspected that you were simply playing devil's advocate, but I actually read a few of your other strategy Posts and I am beginning to think that it's possible that you really believe what you are saying. While I find it hard to believe that pricing the Shedu at the same level as an allfather is appropriate, to some people he's obviously more than worth it.
I wish you good fortune with your earth 4/astral 4 blessed mystics and flying tramplers. |
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As for HP totals, the Wyrm starts with a base of 160HPs, and gains 10% per round (assuming no Nature magic), to a maximum of 160. The Shedu has a base of 230HPs. That means that the Shedu will have more HPs than the Wyrm for 7 turns after contact with enemy troops is made. Do battles against Indeps normally take you that long to accomplish? Quote:
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1) The more people you kill, the faster the opponent will rout. 2) The faster the opponent routs, the faster the combat will take to reach closure. The Virtue kills _1_ unit a turn. This means that on higher indep settings, she WILL get mobbed, and she WILL take damage. If you wait until she has Alteration researched to get her buffs, I have a quicker start out of the gate. Quote:
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If you want to talk about a 2-Earth Mystic (which is the much likelier scenario), you have to spend another 45 Earth gems to empower him, or forge both the Ring of Wizardry and the Sword. I'm not sure about you, but this seems like quite an effort just to be able to cast an Earth-5 Ritual. Quote:
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...not to get into the Shedu-debate (imho OK, probably has its uses), but...
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Of course, it just may be that fortune favors the fool... |
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Actually since the Virtue flies, she will cast her buffs, (say Mirror Image, Mistform, Air Shield, Resist Lighting) then set her to attack (1 Round) to get close to masses of the enemy, then cast with the Last order being casting spells. She'll do the smart thing and chaincast Shockwave as long as she has nearby units that the game finds feasible to cast on (I think as long as the squares are 50% full of units around her)
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[ June 22, 2004, 21:09: Message edited by: Zen ] |
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Good point. But you can never be too careful eh?
What she does need is a Ring of the Snake, nothing like losing a perfectly good Virtue to a Snake Bladder Stick http://forum.shrapnelgames.com/images/icons/icon12.gif Another thing. I always thought was a little bizzare. She's wielding a Flambeau and isn't fire Resistant. And if you've ever killed a Virtue with Holy Pyre, it's ironic as all hell http://forum.shrapnelgames.com/images/icons/icon12.gif [ June 22, 2004, 21:43: Message edited by: Zen ] |
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Anyway I always give fire and/or cold resistance to my Virtues before they go after other nations. It's so easy to lose them to Incinerate or Frozen Heart if you're not careful enough. |
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