I’m adding legacy mode to Cthulhu Wars and thought I’d share
Hey everyone, today we’re going back to our roots and covering some Cthulhu Wars material, in this episode, we’re covering the Library At Celano, Cele-ano, Celeano, however its pronounced, this one!
If you don’t know what this is, this is an alternate game map for Cthulhu Wars, instead of fighting to destroy Earth, you’re fighting to…that’s sort of the question, are you destroying the Library when doom reaches the max, or are you getting the resources you need to destroy Earth? I want to think they’re destroying Earth because the Librarian probably wouldn’t put up with crap.
Who is the librarian, this monstrous being who helps maintain order in the library, and in this game mode, the players have some influence on two greater beings, the caretaker and the Librarian. You can’t attack either, and they have great influence so I want to think that suggests that these beings are very powerful, if only inside their domain.
The game mode puts you on this very different looking map, which operates the same way as Earth in that you can flip each side to reveal a different number of players. If you have more than 5 players, you’ll need to acquire the larger 6 to 8 player map.
Inside the Library, movement is different. Cthulhu players take note, there is no Rylea, and the ocean’s don’t connect, instead there are these tiles that indicate the word “sea” meaning they’re submerged and count as oceans. Also, you have these two special types of areas, gates and stairs.
Stairs allow you to connect to the other set of stairs with the same letter. This allows you to travel between floors.
Gates allow you to travel to any other gate, which if you look, is quite a few of them.
This brings up my first bit of advice, in general, I’m not a fan of Crawling Chaos on this map, their advantage of flight is less advantageous when there are so many different ways of travelling great distances within the map. It might be a small thing, but if the factions are balanced on Earth (which is questionable depending on which set of optional rules you’re using), then CC is less so.
What else? Well you have these four special rooms, each of which contains a special tome, and at the start of the game, a gate spawns in each gate with no player necessary. These tomes are very powerful, and anyone can get them by taking control of the tome’s corresponding gate, they do not take the spot of any of your faction spellbooks.
Each of the tomes occupy a different role, and each tome except Barrier can be reset by releasing a captured cultist, discarding an elder sign, or discarding a Silence token.
• Guardian Under the Lake – For 1 power, You can force an entire faction occupying an area next to a gate, to any other area with a gate.
• Yr and the Nhhngr – For 1 power, If anyone has more doom than you, either place a monster at no additional cost or gain 2 power.
• Larvae of the Outer Gods – Gain 1 elder sign if anyone has more Power than you.
• Barrier of Naach Tith – this book is a bit different, no other player may declare an attack against you unless they release a captured cultist, discard an elder sign, or discard a silence token.
You gain the tomes by being the first person to control a gate with a Tome in it, and if you lose control of the gate, you don’t immediately lose control of the tome, instead the tome becomes OverDue.
What are Silence Tokens? Well you get one of these things each doom phase, and if you don’t spend it, you won’t get another, so use it or lose it!
Silence Tokens are primarily how you interact with the two iGOOs, the Custodian and the Librarian, as well as activate or cancel certain Tomes.
By spending a Silence Token, you can move the custodian to any area and roll the Agony die, if you don’t move the custodian, it gets +1 to the Agony die. Bump as many units as you roll into the oubliette, possibly including your own units as you must spend as many Agony points as possible.
Alternatively, if any player has any Overdue Tomes, you can sick the library on them! Spend a silence token, move the librarian to any area, and roll the Agony die, likewise, the Librarian gets +1 to its agony if it doesn’t have to roll.
You can target any player who has a unit in the area who also has an overdue Tome. That player must satisfy all Agony, however they choose based on the following list.
• Eliminate a unit in the area satisfies one agony.
• Losing a doom point satisfies one agony.
• Returning an overdue Tome satisfies one agony.
This is the only way a player may lose a Tome, is by being targeted by the Librarian.
Who wants this map?
Anyone who enjoys battles will enjoy the close confines of this map, everyone is close and the consequences of letting a player hold onto a tome can be severe, while losing control of a Tome area can likewise be severe.
The map is really crazy, and causes some severe shifts based on what happens with the agony dice, I really don’t think anyone who isn’t very comfortable with the rules should play this map, but if you are, you might enjoy this very differently played game.
What about Faction tips?
Barrier can be interesting for Black Goat, because often BG has to put themselves at risk to occupy so many areas to get their spellbooks. Suddenly with Barrier, they’re a bit safer. You should have more doom than other players and often more power, so the only other Tome that is useful to you is Guardian Under the Lake which can help you afford all of your dark young.
Like I said, I’m not a huge fan of playing Crawling Chaos on this map, but if I do, I really try to get Yr and the Nhhngr, I always struggle with power as Crawling Chaos, and extra power or monsters can really help to secure the Harbinger.
Great Cthulhu can really enjoy using Guardian under the Lake as often Cthulhu will have a large powerful submerged force, and instead of emerging on dry land, you can first move an enemy to one of the seas that has a gate.
For Opener of the Way, try and get Yr and the Nhhngr as soon as possible, the free monsters can help you get your Great Old One out faster.
Oh wow, I think this map is really great for Sleeper. Yr and the Nhhngr allows Sleeper to unleash their specialty units faster. Guardian under the lake can allow you to move monsters closer for your GOO to capture. Barrier of Naach Tith can help give you time to build up your retinue of monsters.
The Tcho Tcho can really struggle with this map, you can’t hide far away from everyone else, instead you must become more aggressive knowing you’ll be attacked early and often. Barrier can help with this, but personally I like Larvae or Yr and the Nhhngr, either of which works well with your goals.
Windwalker is very interesting. Start at the square that isn’t the oubliette, then use your silence token to have your custodian sweep your units into the oubliette. Tada! Create a gate and you’re now got one of the hardest spellbooks for you to gain.
I often feel like playing this map is like playing 3 dimensional chess, you have to constantly visualize and count how far away every other unit is from each of your units, it definitely can add to the stress level of the game.
Having said that, I really love how suddenly with just a few tweaks, you’re able to experience this very different game.
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 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, 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.
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 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!
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.
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.
Tzulcha is awesome! If you choose to include this Independent Great Old One in your gameplay expect a lot of tug of war action as everyone tries to either hold onto this iGOO or prevent everyone else from doing so.
On the other hand, if your players are still learning the game, this might be too much of a shakeup before everyone has really mastered the basic strategies of how to win with each faction.
Hey everyone! Today we’re exploring one of the members of the court of Azathoth, Tulzscha the Green Flame!
So today I’m going to be going in depth with another Great Old One, Tulzscha! Tulzscha is a bit unusual for a great old one because often Lovecraft would reference a being but not describe how it looked. But in this case, he described Tulzcha as this roiling green flame, but actually didn’t name him. I was unable to discern quite where the name came from, possibly from the Call of Cthulhu game, if anyone has more information, I’d love it if you posted in the comments.
Now Tulzcha is a member of Azathoth’s court, and as such, he seems to operate in more of a support capacity than an outright bruiser or threat of his own. He gives you a few more options, helps you catch up in areas that you are behind in, and can block other players from leveraging rituals of annihilation as effectively, but combat isn’t his thing.
Tulzscha is an Independent Great Old One, or as I call them, an iGOO. He costs 4 power to awaken and you must have your Great Old One at a gate you control, which is where you summon him. He has a combat value of 1, which reflects the fact that his job is not to dominate the battlefield, and in fact, you have to protect this guy as he’s going to have a BIG target pained on his flaming back.
The reason you summon him is primarily for his Gather Power Phase ability, Undying Flame. And this is what it does.
At the end of the Gather Power phase, earn 1 doom if at least one faction has more doom than you, earn 1 elder sign if at least one faction has more elder signs than you, and earn 1 power if at least one faction has more power than you.
Now how I like to think about this power is that I can totally crush one or two aspects of growth, say power and doom, knowing that Tulzscha will help me catch up with Elder signs. Also, I intentionally like to have Tulzscha help me out with elder signs because they’re worth more than doom points on average.
What about his spellbook? Well this one is rough, to earn his spellbook, as an action, you cause each enemy faction player to gain 2 power. In a worse case scenario, your enemies will intentionally wait until you’ve given them the 2 power to immediately destroy him, so make sure that the 2 power you give them isn’t too advantageous.
The spellbook’s name is called Ceremony of Annhilation, lets look to see if its worth giving your enemies a possibly huge advantage like 2 power.
During the doom phase, when you perform a ritual of annihilation, you may choose to pay nothing, and instead EARN power equal to the current position on the Ritual of Annhilation Track. Then advance the marker 1 step. You earn no extra Doom points nor Elder Signs by doing this.
Wow, this is pretty awesome, and if you can pull it off, can possibly pay to resummons a slain GOO, activate some more of the expensive abilities several times (like Dreams, Ghroth, or Dread Curse of Azathoth), or any number of possibilities. Before committing to using this ability though, keep in mind that it can potentially shorten the game, and that power is of no use to you if the other players all decide to do rituals as well and trigger the ending.
If you can hold onto this iGOO for any length of time, you’re most likely going to be gaining some serious advantages, and if you aren’t getting an advantage from holding onto him, then that probably means you’re winning anyways!
OK, How to get the most out of this iGOO?
First, as a Dancer in the Court of Azathoth, how does he interact with some of the spellbooks from the Azathoth expansion?
Well, there is really only one excellent combo with the Azathoth spellbooks, though all of the neutral spellbooks are still good like normal.
That one spellbook combo is Stars Are Right. Oh My Cthulhu! This is a sick combo, and when I say sick, I mean sanity loss inducing madness. If you turn in all of your elder signs for doom points and power, then each turn that you hold onto Tulzcha, you’ll gain another elder sign as long as other players have any remaining elder signs,. I love this combo, because it potentially forces your enemies to turn in their elder signs or yield to you continually gaining more elder signs.
Alright, what about the factions?
You need to keep Tulzscha safe. You know what they say, Save the Tulzscha, Save the world. Or in this case, destroy the world, or, actually, they probably don’t say anything like that, maybe just keep him safe and win the game, yeah. Anyways, look for opportunities to make an impregnable stronghold OR leverage the fact that your enemies will be attempting to destroy this iGOO by setting up traps.
Lets look at Black Goat.
Black Goat is already about dragging its feet and trying to take as many actions as possible AFTER everyone else, using Ceremony of Annihilation to have a large amount of available power to work with is GREAT. However, You all know that for me, I’ve never once had Groth work for me, not even once guys! So get rid of that piece of garbage and grab Stars Are Right. Drag your feet and dominate with what will feel like an immense amount of remaining power.
Ok, Crawling Chaos. This faction, just like all factions, would love to have Tulzscha hanging out, but Crawling Chaos does have a cool ability to keep their flaming buddy safe, Flying Polyps. Other than a slight defensive ability, use that extra power from CoA and pay for those expensive spellbooks!
Great Cthulhu time! Well…. You get an elder sign for summoning Tulzscha, and you have big bruisers to help keep him safe. I do think they’re a good combo, but the real reason I think they work is because Cthulhu struggles to compete in some regards and an iGOO whose primary job is to help catch up can really help Cthulhu to focus, However there isn’t any one ability here that I can see that really makes this feel “awesome”
Opener of the Way! And you were grumpy that you couldn’t compete with elder signs! Now that inability to get elder signs makes everything worth it! With Tulzscha, you should be consistently getting elder signs whether you choose to reveal them or not. And with CoA giving you extra power, he obviously gives you more access to abilities that are otherwise too expensive to do more than occasionally such as Dread Curse of Azathoth.
Sleeper Faction time. Sleeper has few ways to get Elder Signs, so almost assuredly Undying Flame will be giving you elder signs each turn. The reality is, however, that you’re very unlikely to be able to gain Tulzscha early on, due to how difficult it is to get Tsathoqua before someone else snatches Tulzscha up.
Tcho Tcho – Combine Tcho Tcho’s ability to gain elder signs with Stars Are Right and you should have an almost excessive amount of power. The difficulty is that you have few ways to protect your flaming buddy, but if you can get some more neutral units or otherwise distract your foes, you can be primed for a huge advantage.
Ok, lets be real for a moment.
Windwalker and Tulzscha are great. You can have cheap rituals of annihilation or ones that give you large amounts of power. You can block other factions who rely on doing multiple rituals of annihilation to win the game, because you’re pushing the cost of Rituals up for free (and actually gaining power). Combine that with using howl as a defensive strategy then later on with Arctic Wind to move this unit around for free, you’re really able to keep Tulzcha alive better than most factions.
Where was I going with this? Sorry, Windwalker and Tulzcha, Fire and Ice , BFFs for life! But we have to accept that getting 3 Great Old Ones out is tough, possibly too tough. Still, if you have an opportunity to grab this iGOO, I say go for it!
And finally, what about Yellow Sign? Be wary about abusing CoA too much, as getting 2 elder signs from doing rituals of annihilation is normally a key part of your strategy, but really, that extra power when combined with Third Eye, allows a ridiculous rate of elder sign accrual, we’re talking potentially several elder signs a turn. If you have that going soon enough, the game will be over before you need to worry about protecting Tulzcha too much.
So that’s Tulzcha, a great old one that if you can hold onto, will significantly tilt the odds in your favor. But, Should you play with this unit in your game?
What I’d suggest, is that if your group wants more conflict and battle, adding an iGOO like Tulzscha will really create a lot of tension encouraging battles. On the other hand, if your group prefers to play with slow build up and few battles, Tulzscha may unbalance your group and create more conflict than you like.
With that, we’re continuing to approach 1000 subscribers. We’ll be doing another contest at 800 subscribers then another at 1000, so if you could, hit that subscribe and click the bell so I can keep you updated for moire videos!
Hey everyone! Today we’re going to be talking about the neutral Great Old One, Byatis!
Byatis comes from the Great Old One Pack 4.
Byatis the serpent-bearded is a creation of Robert Bloch, but we don’t really get to know the full story until Ramsey Campbell describes him in The Room in the Castle.
The concept is that Byatis was captured and kept beneath a Norman castle, ultimately being used by a warlock as a source of power. At night, the warlock would allow Byatis to roam the nearby village where it would grow more powerful by consuming townsfolk, gaining part of their vitality (and size).
That’s the origin, lets see how Sandy has represented Byatis in the game.
First of all, to awaken Byatis, you must have a controlled gate in an area with your Great Old One.
Second, pay 4 power and place Byatis in the area containing the Gate. You’re going to want to be careful “where” you summon Byatis, more on that in a moment.
A quick caveat, as an Independent Great Old one, if Byatis dies, you lose control of it and allow someone else to take control of it. This is a bit different from Terrors or Neutral monsters who are permanently controlled once acquired.
So what do you get for your efforts?
A 4 combat iGoo with a very interesting ongoing ability.
Toad of Berkeley (Ongoing): Byatis may neither move nor can he be moved with movement-type abilities (such as Arctic Winds or Submerge). He can still be Pained. If no enemy Units are in Byatis’s Area during the Doom Phase, earn 1 Elder Sign.
Effectively, if you can hold onto this iGOO and keep enemy units out of his space, you’re going to be getting 1.5 doom points each turn.
Like all iGOOs, Byatis has a spellbook, in this case, The God of Forgetfulness, an action cost 1 ability that makes all enemy cultists in an adjacent selected area move into Byatis’ area.
So how did Sandy do in representing Byatis in Cthulhu Wars? According to the source material, those who look upon its cyclopean eye are forced to walk into its clutches, and since the thing can’t move elsewhere, it does need help bringing victims to itself. Being unable to move except by being Pained can be frustrating to try and force combat, but since it’ll be generating Elder Signs if its left alone, it probably won’t be left alone for too long.
So how do you use this thing? Well it depends on which rules you have access to.
If you’re using the Azathoth neutral spellbooks, there are two spellbooks that can help you out.
If you get the Shriveling spellbook, you can help insure that Byatis won’t easily be sniped. Remember, shriveling acts as a pre-battle action to remove a targeted unit from the battle and give the owner power equal to the cost of the unit shriveled. You always need to be cautious about giving more power to the owner, but the net result is going to be negative since they would have had to spend power to move the unit towards Byatis, then power to initiate combat.
Another spell book that can be useful is Stars Are Right. Stars Are Right makes it so that when you redeem elder signs for doom points, you also gain that many power points. Since Byatis will be giving you extra elder signs, this can be a good way to use those extra elder signs for an immediate advantage.
What about Factions?
When choosing to get Byatis, you’re going to want to look for whether your faction helps move cultists near Byatis and those who are more able to defend Byatis.
Black Goat is a great fit for Byatis. Using Avatar can give you an excellent opportunity to send victims to Byatis. Similarly, you can use Ghouls to move Byatis by giving yourself Pains. Be cautious if fighting Crawling Chaos however as their ability to control Pains could ruin your day.
While Byatis is a decent combatant, I’m not a fan of Crawling Chaos “with” Byatis. Personally, as a Crawling Chaos player, I’d rather my enemy get Byatis because as a target, he’s an excellent way for me to activate Harbinger.
Byatis is pretty nice with Great Cthulhu for the same reason that nearly all iGoos are good with Cthulhu. Immortal. A 4 cost iGoo is another great source of Elder Signs. The fact that then you can gain still more elder signs via Toad of Berkeley is just icing on the cake.
Opener of the Way
There isn’t really any great synergy to Byatis and Opener. However, there “is” a good aspect of this combo, which might be worthwhile summoning Byatis once. One of Opener’s spellbook requirements is to lose 1 unit in battle. Since Byatis generally has a big target on its back, this can be a great way to get your enemies to come to you instead of what Opener normally has to do, which is chase after people.
Similar to Opener of the Way, Sleeper sometimes wants to be attacked. Using Byatis to encourage people to attack you can be an excellent way to take advantage of Demand Sacrifice, which says that as a pre-battle action, your opponents must choose to either grant you an elder sign or count your kills as Pains. If they’re trying to kill Byatis they’ll always choose to give you an elder Sign, and if they fail, you’re likely to get an elder sign anyways from Toad of Berkely.
The Tcho Tcho
Tcho Tcho is a good defensive faction that can benefit from Byatis, but otherwise they don’t particularly benefit since unlike some of the other factions, Tcho doesn’t “want” to be attacked. If you grew Ubbo Sathla to a point that people are afraid to attack him, it might be good to put him with Byatis, but still I’m hestitate recommending him.
Byatis isn’t particularly a good match other than that it is yet another way to get elder signs. 2 GOOs combined with Byatis could be 3 elder signs each round, which is pretty nice, but Byatis is a bit contrary to Windwalker’s normal advantage in mobility.
The Yellow Sign
Typically, if you play Yellow Sign and play Byatis, you’re going to end up abandoning Byatis as you travel around desecrating. However, as a guardian of one of your desecrate tokens, it can help you retain the extra power of having a unit in the same area as your desecrate. For the most part though, The Yellow Sign doesn’t have any need for Byatis.
Overall, Byatis is a good addition to your game. He adds a target that encourages players to interact with each other, and in my opnion that’s a good thing.
So tell me, what do you think of Byatis? Did I miss something, or get something wrong? Comment down below!
If you liked this video, I’d sure appreciate a Like, subscribe, all that jazz!
Thanks everyone, and Game on!
I did this video a bit differently, my intent was that people could watch each different video depending on which unit they wanted to know more about. Let me know whether people prefer a combined video with links to each timecode or separate like I did.
First, we start with The Great Race of Yith
Next, we review the Aztek inspired monster, Quatchil Uttaus
and Finally, we review the Dhole
If you go through these, make sure you look at some of the comments on these videos, as always, people have been chiming in and giving some great additional advice and/or asking for clarifications.
My favorite? The Dhole!
Hey everyone, today we’re looking at the Azathoth expansion specifically in how it pertains to Windwalker.
When we look at the expansions, we’re looking for 3 different things.
- Does the expansion shake things up to help break up the monotony?
- Does the expansion help fill in weaknesses in your preferred faction?
- Does the expansion help capitalize on strengths in your preferred faction?
Lets talk about windwalker’s weaknesses.
- Windwalker is required to split its control over two halves of the map in order to get its spellbooks, north and south.
- Windwalker has some power problems in the early game, much of their strategy relies on Ithaqua and hes expansion to get out.
Now windwalker’s strengths
- Lots of defensive abilities both innate and from spellbooks making them fiercesome to combat.
- Reliable easy rituals of annihilation at the expense of exacerbating their power issues.
- One of the best single army mobility powers in the game.
- Possibilities for lots of free units popping up across the map.
Honestly there are more strengths than weaknesses in windwalker. You build up a scary army, control a few gates and intimidate people into letting you use rituals until you win.
Lets go through each of the components and see how they pertain.
- Dimensional Shamblers. If you’re concerned with trying to defend yourself across the map, dimensional shamblers are going to help you in two ways. One, you can summon them but not commit to where they will defend until someone moves in to attack. Two, once you have a strong reliable unit like shamblers, you can more readily commit your wendigo to popping up in random places using Cannibalism.
- Star Vampire. These are OK. I think star vampire are fun to use, but honestly windwalker should be winning through rituals, so I’d be hoping for power if I used star vampires. The fact that they are only 1 combat die means I’m a little hesitant at committing to these with my valuable doom points.
- Elder Thing. This is a very scary unit, AGAINST, windwalker. I’d have a tendency to grab the elder things just to prevent Rhan-Tegoth from being assassinated. In particular I’d be afraid of letting Crawling Chaos grab this unit as normally windwalker feels a bit more resilient against the harbinger ability.
- Servitor of the Outer Gods. No one likes being given this unit, but windwalker does have a nice ability to summon wendigo using cannibalism which can someone reduce the sting of this unit.
The Mao Ceremony – This is a great spellbook for windwalker since you can use cannibalism to recruit them for free. Grab this spellbook if you’re thinking of a more combat-heavy game where you can use cannibalism a lot, otherwise this isn’t terribly helpful.
Umr at-tawil* This can give you the edge to get 4 gates and do a few rituals.
Undimensioned – On one hand, you tend to be spread across the map to get your spellbook and by the use of cannibalism, undimensioned can allow you to easily retrieve your distantly populated units. On the other hand, it feels a bit expensive if you were to just be collecting a free wendigo or cultist. I’d pass.
Recriminations – If you’re unsure about the long term value of Umr at-tawil, taking recriminations can allow you to switch out at a later time.
Shriveling – This combined with Howl will really deter people from attacking you, helping you lock in your Ritual victory.
Stars are Right – Since you should be getting a lot of elder signs, this can be a substantial boost in power.
Which spellbooks to give up.
- Ice age. This is a nice spellbook, but it costs power to activate, if you’re going to give up any spellbook, I suspect this will be one of the first ones.
- If gnoph-key aren’t dying, this spellbook doesn’t do anything at all, consider replacing this with umr at-tawil until the end of the game
Azathoth, the big kahuna
Azathoth can be a good companion to Rhen Tegoth, but early on you’re unlikely to want to spend the power to gain him. Unless another faction were going to use him against you to good effect, I’d avoid this guy to instead focus on getting ithaqua. If you have itqhaqua, consider getting azathoth as having another GOO will help your rituals of annihilation.
This faction…wow, as much as I dislike the passivity of Tcho Tcho, I love how active windwalker can be.
I really feel in control in a way that a lot of the other factions don’t. In this video I explore all of the unique abilities, monster abilities, spellbooks and some opener advice.
Hey everyone, I’ll be honest, I’m not a huge fan of most of the azathoth expansion content with Sleeper, the faction needs most of its content so its hard to give up anything. The biggest advantage is recruiting monsters and getting free ones into your pool, but that applies to any monsters from any neutral box. I’m curious what master strategies some of you will provide, please help me catch what I missed!
I “am” excited about using Star Vampires with Sleeper, or bashing people with an Azathoth at the end of the round, but Sleeper has so many power issues I just don’t know if its possible to get it out without crippling yourself.
Most factions in Cthulhu Wars have at least a couple noob traps. Sleeper faction is filled with noob traps, lots of opportunities to make the wrong move and end up losing, often losing badly.
This isn’t “the strategy” for Sleepr, I’ve put together more microstrategies on how to respond to other player’s choices.
There will be a few more videos coming up, in the meantime join in the discussion and share your favorite strategies!