

Necromonkey wrote:Going to post this in the simplest format I can think of. There will be plenty of room for discussion, because again we don't know all the "rules". So some assumptions will have to be made.
The primary weapon here is the most potentially overpowered yet most under used unit in all of erfworld....Sizemore!
Here is a list of things we know:
Yellow dwagons can generate a virtual unlimited supply of acid crap.
Crap golems have the ability to explode.
Things we don't know, or don't know for sure:
If golems are considered heavies...I'm assuming they are, but if they aren't, then that adds a whole dimension to this plan.
If there is a time limit on how long a golem can "exist", do they rot, dry up, fall apart? Let’s assume that they are around until they are killed or explode.
So let’s start this shindig......spend 10 turns having the yellows doing nothing but crap in an open area. Have Sizemore link with Maggie, giving him the potential to make better golems than he could by himself, and the possibility of making multiple golems at a time. Even better a crap golem that has the ability to fly.
After these 10 turns are over you have this massive massive force of acid crap golems.
Now best case scenario Yellow dwagons can carry and drop the acid golems in strategic places, but let’s assume they can’t since they may be considered heavy units. So anyway you have this massive army of crap golems march from city to city. Reds, Blues, Browns and Pinks provide close air support.
Crap golems are primary attacking ground unit, Yellows primary attacking flyers. If city isn’t well defended, send in crap golems to melt though walls and buildings, then explode to do massive damage to surrounding enemy units and buildings.
Sizemore spends his daily juice on rebuilding any golems that are destroyed, again linked with Maggie.
Now for bigger cities like fortresses or capitals, Sizemore linked with Maggie would give him the ability to manipulate terrain on a grand scale. Earthquakes, landslides, simply removing the earth beneath the cities themselves, because as shown in the strip where he digs the tunnel in the magic kingdom, dirt doesn’t move, it just disappears. So it’s probable to theorize that, while linked up, Sizemore could remove the dirt from under entire cities. Walls, towers, buildings would crumble.
Once the initial damage is done…
all out attack with crap golems and yellows. If Sizemore has juice left over…he can make more golems out of the crap that yellows are dropping in the cities, or make dirt ones from the city rumble. That paired with Wanda decrypting anything that can be animated and pushing the attack. No city anywhere would stand a chance. No army could stop them, they have a hard enough time with the dwagons and decrypted, let alone throw in a legions of acid crap golems.
The only thing that could slow them down would be the distance between cities, but it only took Ansom and Wanda 15 turns before it was standing in front of Jetstone.
But all in all, I think they could simply take out every city with Sizemore’s abilities alone. Wanda’s decrypted and additional dwagons would just be icing on the cake.
Soooooo….discuss!
The primary weapon here is the most potentially overpowered yet most under used unit in all of erfworld....Sizemore!
Kreistor wrote:
Making earth airborne probably requires a Wierdomancer, who we know can add and subtract specials, like Flight.
pSycHOtic chICkeN wrote: Sizemore's masterclass status might give an edge over Ace's newb status. That makes Sizemore's presence on a battlefield an even greater risk.
Kreistor wrote:1) Crap golems require Sizemore's presence to explode.
Necromonkey wrote:1. Good point, but required might be a strong word to use, yes we've seen evidence of him pulling the finger, but doesn't rule out the option of there being a "remote detonation" ability. I'm sure Parson would be able to figure it out, but we can’t clearly say it just doesn’t exist at all.
Kreistor wrote:2) Crap golems are the weakest form, and even the strongest can be killed by light infantry, making them nowhere near the powerhouse you claim.
Necromonkey wrote:2. I never really claimed them to be powerhouses, but I couldn't find any real reference that says they are the weakest form. Also we aren't talking about basic crap golems, we're talking about acid crap golems.
Kreistor wrote:3) Acid Crap may disappear at Turn end, like other dwagon breath.
Necromonkey wrote:3. While I agree the crap probably disappears at the end of turn, the damage done wouldn't be, unless the money was spent to repair the damage to the city. Also since any crap used to make a golem is now a unit, and not considered dwagon breathe, it might not follow the same rules, assuming of course Sizemore can convert it all to golems before start of next turn.
Kreistor wrote:4) Crap Golems may have extremely slow move, making them vulnerable in transit to sneak attacks by fast movers.
Necromonkey wrote:4. Since we don't know the move score of golems then yes, they could be slower, but on the other hand since they are probably the lightest form of golem, maybe they more move than some other type golems. Another point that you have forgotten is that decrypted and all the dwagon air support that would be escorting them.
Kreistor wrote:5) Casters are big targets on the front line.
Necromonkey wrote:5. True but at this point in the books, no caster that has been on the front line has come into serious enough jeopardy to warrant not even attempting any plan they’ve come up with. With Jack there for his veils and stuff, I’m willing to bet that they’d be safe enough to perform their link without much trouble. As for Charlie, no reason Parson can’t keep “dealing” with him the way he has, or even hire him straight out.
Even after the Kingsworld spell, Vanna had enough juice to attempt a turn on Ansom.
Kreistor wrote:6) The enemy can reproduce his tactics, because they are reproducible
Necromonkey wrote:6. I can’t help but think that Sizemore could create crap golems at a much much faster rate than dollamancers can create their dolls. Simply for the fact he can acquire the resources needed to make them much easier than the dollamancers.
Necromonkey wrote:Sidenotes: You also mentioned Yellows getting tore up by tower defense, ok I agree but you still got the reds, blues, purps, everything else as support fire, the tower defense only has so much juice, and I can promise you this much, not every tower in all the cities are going to pack the same punch as Jetstone’s.
Necromonkey wrote:Also as shown in the off turn attack on Jetstone, the mere touch of acid crap dissolves pretty much anything, stone, glass, metal armor. So any weapon used against the first wave, would be gone on the 2nd wave. Leaving infantry fighting hand to hand with acid crap golems. On top of that, since we know acid crap melts pretty much anything, a cloth golem really doesn’t stand much of a chance.
[/quote]He has demonstrated his ability to “earthmeld” so to speak, and his rock golems can too.
Not really fair to say if he could have he would have, and call it quits.







Exponential dwagon growth! They presumably have more mountains than just reachable. Use dwagons in relay to extend the archon range. Each dwagon gets you about 50 hexes. Or about 1/4th dwagon a turn. That is 125% interest. In three turns we can double the dwagons we gots. In say... 30 turns he could be taming 1000 dwagons a turn, if we start at a taming rate of 2 dwagons a turn.Then we start sending guys out to battle, some will be harvested by Parson. Parson will gain a lot of levels (with that killing a 1000 dwagons a turn). The dwagon doom squads will probably take more than 20 turns to sweep the world, but it should be a pretty quick win.BLANDCorporatio wrote:So yeah ...
... anyone else interested in salvaging this thread and try to cook up ways for Parson to win the game in 50 turns or less?

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