Mon Mar 03, 2014 10:01 pm
So I just played my first Golem who was Lvl 3. I have 3 Archers (Lvl 1) and 1 Necro (Lvl 4, with Wave of Death). I also had a Black Paladin and Priest, but they did nothing. The problem I had was that to get my archers close enough to hit, I had to put them in running range of the Golem, so the next turn he would charge them. On the next turn, if he went first, he'd attack them and they'd almost be dead so when I fled, they died 80% of the time. If I went first, I'd flee and 80% of the time, he'd get a swipe in and almost kill them, but I couldn't get them out of his running range. The only guy who did any real damage to the Golem was my Necro with his Death Wave. It has a long distance and a lot of damage (and always hits).
Still at the end of the game, his Golem had only lost half his life and I was fleeing with a Necro and Black Paladin. So it turned out a Draw. That sucker just takes damage so slowly and deals it out so much. If you don't have ranged, it's over. I had four ranged, that I never had within ten hexagons of each other (so he could only deal with one at a time) and I still could only take half his life.
I don't know if he's unbalanced since I only played him once, but I think he should possibly cost more AP. This guy had a Lvl 3 Necro and two Lvl 1 Skeleton Warriors which I had to deal with first, before I could even focus on the Golem. I think if you had an army made to beat Golems, you could do it, but who builds an army just for that.