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How to win with Eihort, and what is that pointy appendage for?

Today I’m experimenting with just pasting the video text, let me know if its helpful being able to read the script, or if I should rewrite it!

Today, as we meet with Eihort, he has given us an impossible choice.   Do we allow him to implant a brood in us and eventually be eaten from within?  If that doesn’t sound like a good option, the alternative is to be viciously and violently slaughtered immediately.  Dang Eihort, at least take us to dinner first!

 

Hey everyone, today we continue exploring the Ramsey Campbell Horrors Pack 1, this time with Eihort.  Eihort is another Great Old One that was introduced by Ramsey Campbell in Cold Print.  This book is actually a bit difficult to get a hold of, and the story that introduced Eihort, Before the Storm, hasn’t been reprinted.  If you’ve read it, post your comments down below!

The fiction for Eihort says that those who encounter him in the cave tunnels underneath Severn Valley are given the choice of being killed or having his young implanted in them.  Of course, the young will eventually kill their host, and in the Revelations of Gla’aki, Campbell says that Eihort’s young will inherit the Earth.

This is a cool sculpt, and they give you these six brood tokens.  I’ll go over what you do with them in a moment.

This is what Eihort says, just like other Independent Great Old Ones, you must have a controlled gate in an area with your Great Old One.  You pay 4 power, and place Eihort in the Area containing the gate.

What’s significant about Eihort, is that when you awaken him, you take these brood tokens, and you replace all of your cultists with the brood tokens.  The brood tokens are cultists with a combat value of 1.  They cannot take the Move action or otherwise be moved by  your powers, though they can be moved enemy actions like Pains.

Ok, so there you go, you’ve summoned Eihort and now you have a bunch of unmovable brood tokens.  What next? Well, you start recruiting more cultists.  In this way, you can have 12 cultists with just Eihort and your base faction.  I am going to warn you, if you want to get the entire table to gang up on you, having 12 cultists is a good way to do that, so don’t be greedy.

What happens if your brood tokens get killed? Well, nothing much, at least not at first.  Eihort doesn’t give you a way to recruit or summon more brood tokens by default, and since Eihort has 0 combat, he himself isn’t useful for much other than capturing cultists.

Once you’ve recruited 3 acolytes, now you can unlock Eihort’s spellbooks, this is what it says.

Unclean Bargain. This happens during your doom phase.  If you have any brood tokens in your Pool, replace your Acolyte Cultists with brood tokens on a one for one basis until either you run out of acolyte cultists on the map or brood tokens in your pool.  This is not optional.

Ok, so once you’ve unlocked Eihort’s spellbook, for as long as you continue to control him, you’ll continue to pop out more brood tokens, forcing you to be a little cautious where you let your acolytes end their turn, as once they turn into brood they’ll be unable to move.

Ok, this is straightforward at first..but what happens when Eihort dies?  Well, if he dies, you lose control of Eihort, and his brood cease to serve you too.   Yup, that’s right, they become neutral cultists, serving no one.  Even worse, whoever takes control of Eihort, regains control of those brood.  A worse case scenario is for you to replace your cultists with brood, then immediately lose Eihort and all of the gates  your cultists had controlled.  Eihort is not an iGoo you want to summon when you aren’t in a position to protect him.

Ok, so how does he fit into each faction’s strategy?

Black Goat

Black Goat is a natural pairing with Eihort, as the brood are very similar to frenzied black goat cultists anyways and can allow Black Goat to neglect choosing Frenzy for a little longer while still getting the benefit of the additional combat dice.  However, do you do have to be careful as I like to expand with Black Goat, get my spellbooks, then contract my forces a bit to better defend my Areas.  With the brood, you can be stuck defending areas or allowing them to be captured.  For that reason, I like to expand with acolytes and maintain a strong base of power for my brood.  When choosing which cultists to sacrifice using Blood Sacrifice, I recommend brood tokens, since if you loose control of Eihort you’ll lose control of the brood anyways, so the more acolytes you can maintain the more protected you’ll be.

Great Cthulhu

Great Cthulhu, like most of the independent Great Old Ones, loves to get all cuddly with Eihort.  Cthulhu is one of those Great Old Ones that just likes to stay in bed and cuddle for a millennia or two, I don’t know if you knew that, there you go.     To maintain Dreams being a threat, you need acolytes in your pool, Eihort puts ALL of your acolytes in your pool, so there you go.  You do suddenly lose the ability to use Devolve, so it’s a bit of a double edged sword, you’ll want to recruit more acolytes ASAP both for the additional power but also the ability to respond to the threat of capture by devolving them into deep ones.  Given the choice of what unit to remove for Absorb, you’ll want to choose the brood over other units.

Crawling Chaos

One of the major advantages for Black Goat is their ability to have 9 units generating power, with Eihort, CC suddenly can compete on power once you’ve recruited more than 6.  This is good with the major power problems CC can have mid-game due to trying to unlock spellbooks.  My concern here, is that in order to leverage Harbinger, sometimes you have to take some risks with Nyarlathotep.  If you lose Nyarlathotep, Eihort might not be far behind.  If you lose gates and cultists mid-game due to losing control of your brood, that’s probably game, I don’t think you’re going to be able to recover from it.

Opener of the Way

Here’s the thing about Opener.  In my experience, he’s the most fluid of the factions.  This is the diametric opposite of the Tcho Tcho, where as the Tcho might spend the entire game never moving more than an Area or two away from where they start, Opener of the Way might win the game without any of the same Areas they started the game with.  Consequentially, the idea of a bunch of Brood who can’t be moved seems like a recipe for failure with Opener.  Don’t do it, everything with Eihort is forced, so you can’t even choose to just prevent someone else from taking him without paying the consequences of awakening him.

Sleeper

Sleeper needs quite a bit of power, and even just one extra cultist controlling a gate is 3 power.  The problem I have is that Sleeper is in a precarious position where it wants to be able to hunt monsters towards the end of the round, and Eihort can draw unwanted early attention.  Still, if you can get 2 extra gates above what you might normally have, for just a few turns, you can pay for most of your spellbook tax.

The Tcho Tcho

You know what I’m going to say…the Tcho Tcho don’t want to move, just sit there and win…the brood just want to sit there…wait a gosh darn c’thulhu minute!  Could it be, an iGOO that just wants to turtle and win? This is it, the iGOO get immediately 6 more combat dice, they can continue to recruit more cultists without much desire to spread out.  Not only that, but later in the game, Ubbo Sathla is really going to discourage anyone who wants to try and come in and kill Eihort.  This is a really good combination, and while I’m not a huge fan of the Tcho turtling strategy, if this is your thing, Eihort is your man!

Windwalker

What I like about Eihort, is that as you sweep around using Arctic Wind destroying things, your free acolytes you cannibalize are turning into 1 combat die brood tokens.  Where other factions have to consciously choose to recruit more acolytes, for you, you can focus on combat and very very quickly get out possibly all 12 cultists.  I suspect you’ll likely win before you even get all 12 out.

Yellow Sign

There isn’t a lot here to justify Eihort, as usual, Yellow Sign wants to avoid becoming a target, and the 1 combat dice of the brood isn’t going to dissuade much since you already have Passion.

Ok, and that’s Eihort.  When I first looked at this iGOO, I kinda ignored him.  He can’t fight, he doesn’t really add any crazy rules.  But honestly, extra power can really change the game.  How often are your strategies changed or cancelled because of the difference of just 1 or 2 power? Cthulhu Wars is very very tightly balanced, so moving a number here or there can really shift things.  With that, I don’t know if you always want Eihort in your game, but it can be fun to see the map shifting as one  player then another takes control of Eihort.

Ok everyone, that’s it for this week, please click like, subscribe, the whole deal, until next time, game on!

 

Wait, why do we call Eihort a He or him? Its putting its babies in people, isn’t it female? Then again, it doesn’t have a rather disturbing appendage that it injects its seed in people…ok, I guess I’ll go with it.

 

 

 

Then came pale movement in the well, and something clambered up from the dark, a bloated blanched oval supported on myriad fleshless legs. Eyes formed in the gelatinous oval and stared at him.

 

Living in a vast network of caverns and tunnels situated beneath the Severn Valley in England, Eihort appears as an enormous gelatinous blob supported on a plethora of bony, almost-skeletal legs. It’s whole body is covered in a shifting, writhing coating of eyes which constantly disperse and reform at random.

 

rmathis