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  #1  
Old June 23rd, 2009, 09:06 AM

Viajero Viajero is offline
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Default Re: Your Top 10 Super Combatant Builds

Im relatively new to this so forgive me if im wrong. Re Tartarians, many people around seem to suggest this SC as if it was a clear option. But as far as I know after playing Ermor as my first nation so far, Tartarians come random so you can perhaps have a cyclops with no magic (as it has happened to me) and feebleminded at that, or maybe you have another type coming, etc.

Is there a way to actually be able to select the Tartarian you want?
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  #2  
Old June 23rd, 2009, 09:22 AM

Executor Executor is offline
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Default Re: Your Top 10 Super Combatant Builds

There is no way to select a tartarian you want, 1/5 of them come as commanders, others as normal units, most of them are feebleminded and have various afflictions, so you need either the chalice or GoH up to heal them so they can be used for fighting, and you need to GoR those that are units and not commanders.
3E2A are the best for fighting, Tartarian Titans are best with magic skills, they have 2 2 3 random paths, and Tartarian Monsters are the worst.

Pretty much every game is tartarian oriented so It would be interesting to see a game without tartarians, or clams as to see some new ideas for late stage games.
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  #3  
Old June 23rd, 2009, 02:35 PM

P3D P3D is offline
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Default Re: Your Top 10 Super Combatant Builds

Quote:
Originally Posted by Executor View Post
Pretty much every game is tartarian oriented so It would be interesting to see a game without tartarians, or clams as to see some new ideas for late stage games.
Actually there's one going on (Bloodless).
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  #4  
Old June 23rd, 2009, 03:09 PM

chrispedersen chrispedersen is offline
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Default Re: Your Top 10 Super Combatant Builds

Quote:
Originally Posted by Executor View Post
There is no way to select a tartarian you want, 1/5 of them come as commanders, others as normal units, most of them are feebleminded and have various afflictions, so you need either the chalice or GoH up to heal them so they can be used for fighting, and you need to GoR those that are units and not commanders.
3E2A are the best for fighting, Tartarian Titans are best with magic skills, they have 2 2 3 random paths, and Tartarian Monsters are the worst.

Pretty much every game is tartarian oriented so It would be interesting to see a game without tartarians, or clams as to see some new ideas for late stage games.
2-2-3 doesn't really describe it right, as they can end up with like A7, right?
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Old June 23rd, 2009, 09:27 AM

thejeff thejeff is offline
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Default Re: Your Top 10 Super Combatant Builds

But they're cheap, only 10 gems once you've geared up to cast it, so you can get a lot of them and then pick which ones you want to GoR.

And you'll occasionally get non-feebleminded ones, even as commanders.
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Old June 23rd, 2009, 02:50 PM

Executor Executor is offline
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Default Re: Your Top 10 Super Combatant Builds

Interesting, although I'd leave blood summons since their numbers are limited.

Something I'd like to try, maybe I'll start a game like this soon when I have more time,
A 4 team game with no Tartarians, gem generators of any kind, AC, AN, Burden of Time, Utherdark. More ordinary and conventional warfare.
Let's see Bane lords, Spectres or Firbolgs put to a bigger use and not just a rush for the chalice and than Tartarinas like in 90% of the games.
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  #7  
Old June 24th, 2009, 10:50 AM
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Wrana Wrana is offline
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Default Re: Your Top 10 Super Combatant Builds

Quote:
Originally Posted by Executor View Post
Interesting, although I'd leave blood summons since their numbers are limited.

Something I'd like to try, maybe I'll start a game like this soon when I have more time,
A 4 team game with no Tartarians, gem generators of any kind, AC, AN, Burden of Time, Utherdark. More ordinary and conventional warfare.
Let's see Bane lords, Spectres or Firbolgs put to a bigger use and not just a rush for the chalice and than Tartarinas like in 90% of the games.
Interesting idea. Though I think gem generators aren't THAT fearsome. And why without armor-defeating weapons (if I read you right)?
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Old June 23rd, 2009, 03:18 PM

thejeff thejeff is offline
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Default Re: Your Top 10 Super Combatant Builds

2-2-3 is correct, though possibly misleading.
2 of any path, another 2 of any path, and another 3 of any path.
There's just nothing preventing each of the 3 sets from being the same path.

I'm not sure how else you'd describe it.
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  #9  
Old June 24th, 2009, 10:56 AM

thejeff thejeff is offline
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Default Re: Your Top 10 Super Combatant Builds

AC and AN are Astral Corruption and Arcane Nexus, if I read it correctly.

Gem generators (or more accurately Clams) lead to Wishes, which are the other path to tons of uber SCs.
If just you removed Tartarians, everyone who could would just try hard for giant clam factories and wish for Seraphs or whatever they wanted.
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  #10  
Old June 24th, 2009, 11:15 AM

Dragar Dragar is offline
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Default Re: Your Top 10 Super Combatant Builds

Getting rid of tarts and clams is great.. I'm playing in the aforementioned Bloodless game and it is really interesting planning long term with those things taken away.. you really have to think about more innovative late game tactics, and there isn't a mad research rush for artifacts - take away need for chalice for tarts or Sceptre of Dark regency to boost death hugely and the major impetus is gone. Sure there are useful things, but they aren't generally game breakers

Hopefully I survive to the end game, should be fascinating
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