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Persephone : Queen of the Underworld [BG KSE]

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Post by Shifare Wed Nov 30, 2016 9:30 pm

Persephone : Queen of the Underworld [BG KSE] 02d74cff71a69002b803f3f56e8b0129_original

Persephone : Queen of the Underworld [BG KSE] 4de9c9fa09bd789714aa236fe2a9e949_original

Persephone : Queen of the Underworld [BG KSE] 6c62756fdf183bb3fd8ebff036fa302e_original

Persephone : Queen of the Underworld [BG KSE] 9b3de1929395a391b87f3a2ec7b3c4c6_original

Persephone : Queen of the Underworld [BG KSE] 22ac5fc2ea28abb13ee2ca0938076cb9_original
Copyright by Mythic Games – Pictures copied from Kickstarter campaign


Last edited by Shifare on Tue Dec 06, 2016 8:05 pm; edited 1 time in total

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Post by Rhalius Mon Dec 05, 2016 9:49 pm

She looks beautifull, amazing sculpt.

The way she cripples enemy movement can't be underestimated either. Surely no one would draft a unit with a movement of 1 when going against her, but this is going to seriously hurt far moving units a lot too.

This makes her exellent for an omphalos gathering strategy.

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Post by Teowulff Mon Dec 05, 2016 10:51 pm

I like the sculpt more than the artwork ... Wink

Yes although her 5/8 stats with 8 vitality is very low for a Goddess, her movement impairing skill may be the strongest God skill in the game. Fighting her you must mess up your ideal army list so the units have at least 2 movement (or have ranged atacks). Or just endure her 4 turns per deck cycle (unless her player has enough AoW cards).

Het cards skill is also not bad. Especially when using a lot of Troops the number of extra cards she gets - and the number you have to discard - the effect can be quite crippling. Let alone when playing a 4-player game! One playtester even rated Persephone the best God because of her skills. Better take a unit like Hippolyta, Agamemnon, Jason or Chiron to compensate when you fight agianst her.

Looking at her stats, I guess that she's a God you'd want to kill for victory if possible. She makes Omphalos running quite a challenge anyway. Unless you play Hermes, Diomedes (who ignores the effect) and other runners and flyers.
She seems even more dangerous when playing with 3 or 4 players.


Last edited by Teowulff on Tue Dec 13, 2016 1:44 pm; edited 2 times in total
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Post by Rhalius Sat Dec 10, 2016 9:48 pm

With Hermes it would still be tricky since Persephone's troops would arrive at those omphalos faster than Hermes his troops. And Hermes on his own is quite vurnerable when he can't stay out of range.

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Post by MaxC Fri Dec 16, 2016 3:00 am

Picking Persephone in my mock draft made me realize that absorbing an Omphalos gives your opponent at least 1 turn of full mobility. Her power doesn't kick in at the end of her absorb activation, and you can't pay an AoW to renew the effect since that can only be done on turns she hasn't been activated. This means it will be even more important than with other gods to choose the best time to absorb, because you know all those move 2 units will come charging right afterwards. Ideally, you want another activation or an AoW in your hand when absorbing, so you can immediately reinstate the restriction on your next turn.
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Post by Rhalius Fri Dec 16, 2016 7:36 am

Maybe it could be good to gather the omphalos and set up your defence before starting to absorb them.

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Post by MaxC Fri Dec 16, 2016 7:57 am

That could work, but meanwhile you're using a whole lot of activations/AoW to keep your opponent's mobility down, so you may have to wait for a refresh for better effect.
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Post by Rhalius Fri Dec 16, 2016 2:08 pm

Just need to make sure you have a descent amount of art of war cards and your army does not require too many of them for their powers.

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Post by Teowulff Fri Dec 16, 2016 3:55 pm

Rhalius wrote:Just need to make sure you have a descent amount of art of war cards and your army does not require too many of them for their powers.
Well I don't think it's feasible to have the movement penalty up for the whole time. You have 4 activation cards for Persephone but for the rest it is really a luxury. An average deck has like 20 to 25 Activation cards and (including the initial 3 you get) about a total of 5 to 10 AoW cards. Look at what people picked in the mock drafts.
On average only 1 in 4 cards is an AoW card. When you draw one, you'd rather prioritize activating additional units if possible. Or do that important skill. Also, your opponent may have some annoying utility units and you want to remove some crippling token or pay that AoW to be able to activate your unit at all.
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