Cost of might level 4 creatures?
- Metathron
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But then we must also look to the opponent's point of view. If the opposing side (let's say a might-only army) has behemoths in their army, army 1 will be a bit more wary about sending their fliers or even their own melee units over, so as not to be decimated by the behemoths. This can give something of an advantage to the army with behemoths, don't you think?Banedon wrote: The big problem is, they're the main offense that's not getting anywhere. They excel at face-to-face melee, but it's not that they're going to get within range.
- BenchBreaker
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the behemoth is not that bad... they are cheap and come in good numbers. statisitcally, they are second toughest lv4 hireable in town. you just need to know it's limitations. ppl keep saying they are easiest lv4 to beat as neutrals, and you can cast slow on them and say good bye. while this is all true we need to remeber that all neutrals are easier to deal with.
when playing against a human with either high level tactics, speed, haste or teleport, and 1.5 times the number of behemoths as your own lv4 stack, you'll regret underestimating these deadly beasts.
when playing against a human with either high level tactics, speed, haste or teleport, and 1.5 times the number of behemoths as your own lv4 stack, you'll regret underestimating these deadly beasts.
I used to be indecisive, now I am not so sure...
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- DaemianLucifer
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Im not saying that behemots are bad.But,compared to other lvl4s,they are weak(price versus stats and specials).Thunderbirds are cheaper and more numerous,considering their stats and specials.And it is highly unlikely to meat a barbarian with lots of spells.Speed,maybe.But he wont be able to cast it a lot.While youll surely have mass slow.Even quicksand is enough to criple the behemots.
Not really. For that to be effective the Might army has to hold the advantage in Ranged combat and, more importantly, blessings. Many armies would have little problems here, and there are ways to neutralize the Behemoths:Metathron wrote:But then we must also look to the opponent's point of view. If the opposing side (let's say a might-only army) has behemoths in their army, army 1 will be a bit more wary about sending their fliers or even their own melee units over, so as not to be decimated by the behemoths. This can give something of an advantage to the army with behemoths, don't you think?
1. Life - cast Sanctuary and advance.
2. Nature - Summon some Melee unit, steal the Behemoth's retaliation and give them 4 unretaliated attacks from the Phoenixes and Mantises.
3. Order - cast Teleport on any vulnerable target and annihilate it.
4. Death - Hand of Death Fatigue and Sorrow would be devastating too.
5. Chaos - Cloud of Confusion and advance.
- BenchBreaker
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@ ppl who thinks the behemoth is too weak: if you say it like that then surely the hydra is not that much better than the behemoth, yet it costs a lot more, why itsn't anyone complainig about them?
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- DaemianLucifer
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yeah, the regenereation would make perfect sense, even nival got that one right
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- BenchBreaker
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why would the hydra be deadly and the behemoth not, behemoth has almost double the damage of hydra, which compensates for no retal, as for area attack, it would be useless if you can't attack anyone, also against a human player, you rarely have the chance to attack more than one target.
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- DaemianLucifer
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Both hydra and behemot have great strenght and damage.But they lack a lot in speed.You can attack in your second turn with hydra only with a tactician or if you both have spread tactics.And behemot is even slower.And they should be slow,but they need just a bit more strenght then.More defense would be nice,or the specialties I suggested.
- Black Ghost
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I don't catch why do you want to uberchange hydra...
Of course it's not super-useful unit, but such radikal things like Regeneration would be far too much...
dmg- varied, and sometimes it's weakness to deal only 28, but that's all chaos units feature, btw. with tactican or bless spell you can fix it;)
att- not bad
def- here's hydra weak, 250HP isn't IMO perfect compensation
speed/initiative/mov- equal to behemoth's
abilities are good: area melee att, no retal + combined with chaos spells like Cat Relfex make h. devastating
And as for difficulty to kill they're equal to behemoths so those who were for b. were right. B. aren't the weaker. They are both with hydras
Of course it's not super-useful unit, but such radikal things like Regeneration would be far too much...
dmg- varied, and sometimes it's weakness to deal only 28, but that's all chaos units feature, btw. with tactican or bless spell you can fix it;)
att- not bad
def- here's hydra weak, 250HP isn't IMO perfect compensation
speed/initiative/mov- equal to behemoth's
abilities are good: area melee att, no retal + combined with chaos spells like Cat Relfex make h. devastating
And as for difficulty to kill they're equal to behemoths so those who were for b. were right. B. aren't the weaker. They are both with hydras
- Bandobras Took
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The Hydra question's a little skewed. Most people who've used Hydras have been able to buff them (Chaos Magic has a few buffs), while the same is not significantly true of the Behemoth. Opinions are likely to be slanted towards the Hydra for that reason.
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- TheUnknown
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Behemoths are good but they are better on defence which is rarely needed for might becose the cyclops can be disabled with diferent spells. But if you can protect the cyclops from such spells (if you have anti magic or similar) then no unit can protect them like behemoths.
I think might usualy goes on offense so thunderbirds are lot better here, teamed with the mighty ogre magi they are prety tough also cyclops aren't bad with them everything depends on how you play the game.
Same goes for hydras they are good like hell on defense (no retaliation is not a joke), on offense think of army with hydras, GM tacticsian Mass Misfortune on your enemy and you teleport the hydras(if you can get that is) or cast massSpeed. Chaos too usualy goes on offence thatswhy BDragons are better, they can go anywhere without being slowed or weakened by spells.
The price on might creatures is lower becose they grow more and they grow more becose they have no magic they have MIGHT
I think might usualy goes on offense so thunderbirds are lot better here, teamed with the mighty ogre magi they are prety tough also cyclops aren't bad with them everything depends on how you play the game.
Same goes for hydras they are good like hell on defense (no retaliation is not a joke), on offense think of army with hydras, GM tacticsian Mass Misfortune on your enemy and you teleport the hydras(if you can get that is) or cast massSpeed. Chaos too usualy goes on offence thatswhy BDragons are better, they can go anywhere without being slowed or weakened by spells.
The price on might creatures is lower becose they grow more and they grow more becose they have no magic they have MIGHT
- Milla aka. the Slayer
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Assuming you have the Breeding PensTheUnknown wrote: The price on might creatures is lower becose they grow more and they grow more becose they have no magic they have MIGHT
If you don't the growth is poor..
This minor magical charm captures the viewer's attention and distra... ooo, pretty...
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