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Old January 11th, 2005, 03:51 PM
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Tuidjy Tuidjy is offline
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Default Re: Black Moon Armies

> Tuidjy: you say one of the nations of this mod is quite weak, are you
> referring to the knights of justice?

The Knights of the Light are quite weaker than the other three nations. I would
rank them as balanced with the standard Dominion II nations, even slightly on
the weak side.

Why? Because Dominions II ends up being about magic, and the Knights of Light
have the weakest mages of the lot. Their troops are slightly less powerful
than the knights of Justice, and fire magic is the weakest path in the game.

> Tuidjy/Unknown_Enemy: in which aspect you see the Black Moon as particularly
> powerful?

Black Moon has an incredibly cheap and effective troop in the mentats. Orc
berserkers make a perfect meat shield. The Death Masters can easily become
capable of the deadly raise skeleton/drain life combo. The Lords of Negation
are great thugs once you hit Construction 4 and start churning out Wraith
Swords. The Acolytes are perfect researchers. The Summoners are great blood
hunters. And to top it off, the priests are also very good.

None of the valuable troops and commanders requires truely high resources, so
Black Moon can easily get away with Sloth 3. With Thugs and Blood
Supercombatants made possible with cheap research amd blood hunting, Black Moon
can afford to take a early peaking Supercombatant like the Ghost King.

I would take Moork led by A5W1E3S6D3 Ghost King with a O3S3H0D2M2M3 domain,
against any two of the other modded nations, and expect a good fight.

By the way, Death two and blood hunting is not really a contradiction. This
nation is powerful enough not to rely on blood troops, and just go for the
major demons (arch-devils, ice devils, etc...) Against most opponents, Moork is
primarily a death nation.
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