Do Grig Suck?

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Ecofarm

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Yes, they really, really do.

Let's see what you can do with an adventurer:

1) warrior: save it for your bts friends
2) axe: see above
3) horse/hunter/ranger: play Zulu instead

3) twincast: YAWN

4) ?

5) Profit.

How do aventurers not = a giant yawn compared to other heroes (especially under the new divine cast system).

Ok, let my complaining be the last of this thread.

I'm asking for ideas. Something to make me want to play what used to be a favorite again.

I like super-assassins. Super-shadows were better.

Super-paladins? Calabim does it better.

So, what do you make your adventurers?? I know they are not supposed to be as important or wow as other heroes, but how do you make them not totally deletable.
 
I usually make my first three adventurers warriors. Promote them with Combat 1-5, March, and Heroic Strength 2. Go kill whoever is your nastiest neighbor - I usually like to wipe out the Doviello, Svartalfar, whoever is evil and nearby. Being able to have a top-notch military without having to dedicate much effort to creating that military should not be underestimated. Also, Cassiel is the best situated to build the Form of the Titan - which is one of my favorite wonders. I then should have my adventurers upgraded to axemen, with bronze weapons. They'll probably have Mobility and Commando by this point also - I conquer a second neighbor. Also, don't underestimate the adaptive trait (my personal favorite).

Having the land of three civilizations in the early game as well as an economy to support yourself usually leads to a winning game, barring any disasters.
 
Grig suck

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I lost a favorite civ, with .31

Sure there was meteor, the ultimate display of total pwnership. No more great library in industrial -> charismatic.

But I also enjoyed the sublty of shadows. Sure, you had to beeline esus because failing to found was game over; however, it was a nice complex use of grigs.

Now, there is nothing. Twin cast fireballs?! Instead of just having 2 cheap mages (4-5 are sufficient anyway)? Assassins instead of shadows?

Name one thing to use an adventurer for that doesn't suck.

There is no point in using them for units that are a dime a dozen, just use two of those instead.

i think im senseing a little de ja vous here Ecofarm... you DO realise you started a thread EXACTLY like this one, which was eventually locked? i dont see the point in restarting this little debate...
 
So basically, you use them as quecha. Not interested. Next?

My personal thanks for being a rude forum troll. I'd refuse to post responses to such, however I believe my responses are lucid enough to be of some benefit to third parties reading this thread.
 
i think im senseing a little de ja vous here Ecofarm... you DO realise you started a thread EXACTLY like this one, which was eventually locked? i dont see the point in restarting this little debate...

I really do want to play grig, but I cannot promise to respond to "STOP WHINING" posts. Those are boring.

Remember the rules: No Inca, Zulu, or axemen strats... this is FFH.

My personal thanks for being a rude forum troll. I'd refuse to post responses to such, however I believe my responses are lucid enough to be of some benefit to third parties reading this thread.
Talk about rude! You didn't read the OP (see: spare me the warrior strats).
1) warrior: save it for your bts friends
Which word didn't you understand? Was it the number? Is that what you didn't get?

Nobody needs you to teach them how to turn an adventurer into the first unit available and march it across the (presumably noble) Erebus. Not only grig suck.
 
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