Thread: EA Ermor Guide
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Old March 31st, 2009, 06:33 PM

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Default Re: EA Ermor Guide

EA Ermor does have healers, more than one I think, so growth 3 isn't needed.

I don't think they fear an early rush any more than C'tis, if you get a lil bit of evocation and enchantment you're the one that's gonna be attacking.
They can get fire/air for sulphur haze which goes great with skelly spam.

Heat 3 will fatigue out your already old mages that you rely on.
Misfortune seems reasonable with fortune telling and not so good national heroes.

As for troops, I'd rely on indie archers with flaming arrows backed up with heavy evocation.

Once you get to mid*late part of the game pretty much most troops became useless, except jags, or Giants.

They can expand even with sloth since they start in a Great City, admin 60. You can expand pretty fast even with C'tis with sloth 3. Having 2-3 commanders casting smite makes a huge difference, just go for heavy cavalry or any other strong but few in number province, buy a couple slingers put in front till you smite them all.

If CBM I'd go for a rainbow pretender, probably druid to site search from the start, E W D S N, if not than Lord of Rebirth to cover earth/nature, and get some more death for tartarians and he also makes a great SC with alteration.

Well... that's sort of how I'd play them.
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