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Treefolk with lots of items

 
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stormywaters
rare



Joined: 22 May 2011
Posts: 1403

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PostPosted: Mon Aug 08, 2011 11:04 pm GMT    Post subject: Treefolk with lots of items Reply with quote

So here's a list I tossed together while watching Hell's Kitchen. I don't know how it'll play, but I basically went with the idea of speedy cavalry paired with the strongest mages for support as resurrection.

Home:

1x Hamadryad


Campaign:

5x Elder Dryad
2x Gold Wooden Targe


Horde:

6x Nymph
6x Willowling
6x Speed Slippers


Edit: Forgot terrains and dragon:

Home Terrain: Swampland Temple (protect my units)
Frontier Terrain: Swampland Temple
Dragon: White Wyrm - I generate enough magic on average to summon this guy, and he's a lot harder to kill than a normal dragon, not to mention the double damage he deals. Non-magic armies won't easily "accidentally" find enough magic to summon him.

Let me break down the ideas I was going for:

Home: I basically scrapped the home, banking on the fact that I should hopefully win the Horde roll and take my terrain for the Frontier.

Campaign: I dumped all my mages in the Campaign army, since most people pile up on the Horde and Home armies leaving me a (hopefully) safe first turn. I went with the Elder Dryads for two reasons: (1) They have the best magic-per-health ratio of any unit in the game, except the Amazon Visionary and Firewalker Sunflare; and (2) the Cantrip SAI is too good to ignore (since you can Cantrip into broken stuff like Path or Wall of Ice). I gave them a couple of Wooden Targes, giving them an average of 3 automatic saves every turn. Combined with the mages, there is a rough average of 18 saves each turn.

Horde: Bounced in all maneuvers here. Nymphs have the best speed of the Treefolk, per health. Willowlings aren't far behind, but add some better protection than the Nymphs have. I paired them with some Speed Slippers for extra guaranteed maneuvers, at a two-to-one ratio so I can afford to lose half the army without losing any items. I should average ~16 maneuvers with this army.

So the idea is to maneuver the Frontier to magic as quickly as I can (bringing in some cavalry and slippers if needed), then start abusing magic. My mages are survivable and have all kinds of fun tricks, some of which I don't want to share.

What glaring omissions can you see? What do you think overall?
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