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Mythic Battles: Pantheon» Forums » Strategy

Subject: My favourite combo rss

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Eric S
United Kingdom
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So far I have probably played this excellent game about 20 times with 2, 3 and 4 players.

The past six games I have played with the same force and have won everytime. My strategy is to weaken the opposition to the point that they cannot secure omphalos to win.

God: Athena (her three art of war cards plus her ability to look for cards cannot be beaten)

Monster: Hydra - THIS BEAST IS AWESOME - for one art of war card you can deliver area attacks all around the creature. In its first move (post deployment) force march it to the area of greatest concentration of Omphalos (use Athena's ability to search for its cards when you need to attack)- do not underestimate its regen properties as it will recover 4 point per round (every activation)

Get Athena into the area with the Hydra

Hero: Echo - perhaps the best value two pointer in the game - stick her in the same zone as the hydra. It soon cuts down on the number of inbound attacks. Her howling is a great way to get rid of enemy units almost dead and weaken gods

Troops: Select Infernal Warriors and Spartans - make sure these guys are there to protect Echo (always protect Echo)

By getting this lot into the same area (4/5 zone) you have a powerbase from which to operate....

I say all this because my opposition are now working on strategies to overcome this force

PS: The points above come to 14 - if you can have more select the Griffin - it is deadly
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Felix Lastname
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So, have your friends started range striking you to death, then? Wouldn't Apollo, Heracles or Zeus be a bit of a problem for your powerbase? Or a charging Minotaur even, to keep it cheap and simple?
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Zach Nuss
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Hydra only recovers 1 vitality point per activation.
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Jimmie Andersson
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Uuurrh! I let him in, uuuhh, was that not cool? Arrrarrh...
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The easiest way to "beat" it would be to draft parts it for yourself

(Also agree that Zeus and other area attacks should work really well against this)

Nussknackerz wrote:
Hydra only recovers 1 vitality point per activation.


I think the poster meant 4 vitality total on its four activation cards (but I would not call a way through your deck a "round", and this would not be true for the first "round" since it wouldn't be damaged while deploying of course).
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Rene Wenzel
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Graz
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pan and cerberus would work for sure as a counter. you do not need to expose yourself with pan, but you have a huge area attack, if your units are that concentrated.
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D Conklin
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ilgoga wrote:

Nussknackerz wrote:
Hydra only recovers 1 vitality point per activation.


I think the poster meant 4 vitality total on its four activation cards (but I would not call a way through your deck a "round", and this would not be true for the first "round" since it wouldn't be damaged while deploying of course).


I'm guessing/afraid the OP thinks that it activates on every player's turn...
 
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Eric S
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No you are right this set up is susceptible to area attacks....

The Hydra only recovers when it activates (ie four cards per deck)
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Willem Verheij
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Ranged area attacks seem to be the clear weakness.

Toxotai would be a nice cheap troop that would work well against it, Minotaur or any other charger that deals an area attack and has mighty throw would be an easy way to scatter them all to different areas.
Medusa would work well too.
Penthesilea would be great to go with the Toxotai too since she boosts the attack of troops by 2 due to bolster and her charisma ability. She also boosts their movement and defense by 1 if they activate in her area or around it.



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Loig Roumois
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or Polyphemus. with his "auto-Mighty-Throw" and just kick them all out from 3 spaces away (by throwing a tree or a ruin). No guard will help, as you can easily throw/weaken them first. It doesn't seem to be a particularly strong combo if you ask me...
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Andrew Cleverley
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Recruit Eurytion, charge him up adjacent to the group and let him sit there taunting. It prevents any enemy units from using their powers or talents and forces them to make an attack on Eurytion.

Of course, if that unit has range 0 only attack they cannot unless they move into range 0 with him, separating his forces.

While the group are dealing with Eurytion, employ Eurytos and another ranged troop or Atalanta (ideally on a rock) to rain death from above.

Marsyas for 1RP would also be useful at pulling Athena away from the group with his Challenge power.
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John Strong
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Hephaistos as well. He can slam and lock that area down, not only doing a nice area attack but also using Flame of the Forge to lock it down so no one in there can be activated
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Andrew Cleverley
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Another great counter for something like this is the Colchidian Dragon. Enemy units in its area cannot use talents or powers meaning the opposing Divinity cannot take advantage of any potential guard/initiative.

I did this very tactic over the weekend. The dragon invaded Helios' area who was intended to be guarded by the Spartans (plus Leonidas to buff them) but none of that mattered. 8 dice attack on an already weakened Helios finished him off. Job done and I've found a new favourite unit.
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Dominick Piantoni
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Eric the Shed wrote:
So far I have probably played this excellent game about 20 times with 2, 3 and 4 players.

The past six games I have played with the same force and have won everytime. My strategy is to weaken the opposition to the point that they cannot secure omphalos to win.

God: Athena (her three art of war cards plus her ability to look for cards cannot be beaten)

Monster: Hydra - THIS BEAST IS AWESOME - for one art of war card you can deliver area attacks all around the creature. In its first move (post deployment) force march it to the area of greatest concentration of Omphalos (use Athena's ability to search for its cards when you need to attack)- do not underestimate its regen properties as it will recover 4 point per round (every activation)

Get Athena into the area with the Hydra

Hero: Echo - perhaps the best value two pointer in the game - stick her in the same zone as the hydra. It soon cuts down on the number of inbound attacks. Her howling is a great way to get rid of enemy units almost dead and weaken gods

Troops: Select Infernal Warriors and Spartans - make sure these guys are there to protect Echo (always protect Echo)

By getting this lot into the same area (4/5 zone) you have a powerbase from which to operate....

I say all this because my opposition are now working on strategies to overcome this force

PS: The points above come to 14 - if you can have more select the Griffin - it is deadly


I played last night Artemis, Eurotyus, Hercules, Dragon of Thebes, infernal warriors vs. Persephone, Achilles, Minotaur, Tityos, and Centaurs.

I put Artemis on a rock near the deployment zone, she could hit Persephone in her deployment zone. I did a one shot on his guard he never recalled, and I got her on my last turn when Persephone had the 4th omphalos claimed and next turn was gonna activate. You fill up a zone outside of Tartarus, my herc is throwing stuff at you and she is raining arrows on your god.
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