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Post by crudnik on Aug 3, 2020 3:53:56 GMT
I don’t quite get what they do in the game. They help block spells and gods?
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Post by martin on Aug 3, 2020 8:45:57 GMT
I don’t quite get what they do in the game. They help block spells and gods? Main ‘function’ of Cleric elements is to negate the power of enemy* magicians. If you meet an army which has its main strength in the Mg, or even a Mg general, then a cleric can pretty much stymie him, as long as the cleric can get to and stay in a position nearish the enemy Mg (who is much faster moving). If you have a hero, at great risk from Mg’s, then a cleric nearby can save his skin. * beware, the cleric also negates friendly magic, so rarely seen in an army with Mgs.
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Post by coyote139 on Aug 3, 2020 21:06:37 GMT
That exactly that, to reduce magicians efficiency. And a cleric is a decent front line unit, with a +4 factor. Well supported, it can hold its position. I very often play one.
Yours sincerely
Claude
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Post by ammianus on Aug 3, 2020 21:30:39 GMT
Hmmm, never stuck them up front. May try that next time.
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Post by medievalthomas on Aug 12, 2020 17:29:50 GMT
You rarely seen them played. A Spear is cheaper and Mages aren't that much of a threat so no great need to counter.
TomT
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Post by coyote139 on Aug 12, 2020 20:24:40 GMT
You rarely seen them played. A Spear is cheaper and Mages aren't that much of a threat so no great need to counter. TomT I agree, they are not that common, but a cleric in an army can be part of a good combo. It allows you to play an artillery or a lurker. An army I did use quite often and with good success are my dwarves : 3Bd with gen, 2 shooters, 1 clerc, 1 art, 1 hero, 2 riders. And the mage is not too much a threat unless you use a Behemoth or an Hero without a cleric or paladin. Just my 2 cents. Yours sincerely Claude
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Post by martin on Aug 13, 2020 13:53:28 GMT
You rarely seen them played. A Spear is cheaper and Mages aren't that much of a threat so no great need to counter. TomT Mg can be a significant threat....especially if there are three of them working together. Heroes, especially hero generals, tremble, flyers keep clear and behemoths get agitated. A suitably placed Cleric can minimise the angst.
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Post by goragrad on Aug 13, 2020 19:29:04 GMT
My first game of D#H@ put me up against an opponent with mages.
Cost me a flyer in one command and the general in another - too close behind a behemoth...
So I may be looking into an 'undead' cleric prior to the next encounter.
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Post by medievalthomas on Aug 14, 2020 20:23:33 GMT
Flyers are vulnerable to Mages and you can annoy Behemoth but cost is high as they retail for 4 and must use 2 PIPs to work up a spell. Not to mention the "1" Whack. Picking off Heroes works - sometimes (its +4! v. +5). Multi-Mages gets very expensive (3 taking up all your "special" slots and half your points). The biggest problem of course is the Blade heavy armies which your bound to encounter in unmodified HOTT.
A useful variant: allow Mage's to put any amount of PIPs into a spell. Their Combat Factor equals 2X PIPs - so if they put in 2 PIPS its +4, 5 PIPs its +10. But if they roll less then the number of PIPs they get the "Mage Whack" and two of those zaps the Mage. So if you put in 2 PIPs and roll a "1" you get a Whack; if you put in 5 and roll "4-" you get a Whack - so those big spells are dangerous. You'll notice you maintain the same ration of Combat Factor to Whack as the original game. Shorten range to 5BW.
TomT
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Post by sheffmark on Aug 15, 2020 10:07:50 GMT
I think it depends on whether you're naturally an aggressive or defensive player.
Magicians are great if you're not planning to move much and play defensively as they can zap stuff or break up lines from a distance, but if you want to move them and cast spells then it's very PIP heavy.
I agree with Martin's summary. I think they are a threat and facing them with out a Cleric or Paladin can be risky. Even if you have a line of blades, getting the middle one recoiled can increase your PIP expenditure to get them back into line.
However I also agree that having more than one Magician in your army can be a big risk. Not long ago I played against an army of 3 Magicians inc a general, but as I had a Paladin which I kept close by to all my units, there wasn't much that they could do.
My own view would be that if I'm not going with a Magician in my own army then I'd want a Cleric or a Paladin.
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