.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

The Falklands War - Save $7.00
War Plan Pacific - Save $5.00

   







Go Back   .com.unity Forums > Illwinter Game Design > Dominions 3: The Awakening

Reply
 
Thread Tools Display Modes
  #1  
Old May 7th, 2007, 12:09 PM
solops's Avatar

solops solops is offline
Sergeant
 
Join Date: Dec 2001
Location: Texas
Posts: 305
Thanks: 0
Thanked 0 Times in 0 Posts
solops is on a distinguished road
Default Ermor - Early Age Guide (?)

Has anyone created a guide to playing Early Age Ermor? If so, please post it here or supply a link. I'd welcome any advice or comments as well.
__________________
solops

All that is necessary for the triumph of evil is that good men do nothing. Edmund Burke
Liberty lies in the hearts of men and women; if it dies there, no constitution, no law, no court can save it. Judge Learned Hand
Just because you're paranoid doesn't mean that They are not out to get you.

Reply With Quote
  #2  
Old May 7th, 2007, 12:47 PM

johnarryn johnarryn is offline
First Lieutenant
 
Join Date: Jan 2007
Location: New York, NY
Posts: 651
Thanks: 1
Thanked 0 Times in 0 Posts
johnarryn is on a distinguished road
Default Re: Ermor - Early Age Guide (?)

EA Ermor has access to excellent magical diversity. Your augurs are very strong in death, fire and astral. Some of your other mages provide you with nature, earth and (if I recall) water, meaning you lack access only to air. Your pretender can fill in this gap.

Use your magical diversity early on to aid in site searching - have multipath mages running around searching early on and you will find that by midgame you will have access to many gems and independent mages - I recall in a recent game having Crystal Mages, Wizards, Enchantresses, Gnomes and Adepts of the Silver Order. In the late game, your magical diversity will provide you the muscle and adaptability to win.

In the early game, rely on your excellent national troops. Your Equites of the Sacred Shroud are quite good, particularly with a water blessing (I would not, however, play Ermor as a bless nation). Lizard Auxiliaries are cheap and tough, with low morale being the only setback.

Almost all your troops have very good defense and tower shields, giving them alot of staying power against both bows and melee attacks.

To sum up: In the early game, rely on strong national troops to expand. Midgame your augurs are powerful battle mages who can supplement your nationals. Late game your magical diversity (which you should be developing throughout the game) and access to powerful Astral magic will give you an edge.
Reply With Quote
  #3  
Old May 7th, 2007, 02:19 PM

Cor Cor is offline
BANNED USER
 
Join Date: Nov 2006
Location: Chicago, IL, USA
Posts: 372
Thanks: 0
Thanked 1 Time in 1 Post
Cor is on a distinguished road
Default Re: Ermor - Early Age Guide (?)

one word: communion. Ah yeah.

Make a pretender that has Astral, you will not be sorry late game.
Reply With Quote
  #4  
Old June 8th, 2007, 10:54 AM

Warhammer Warhammer is offline
Sergeant
 
Join Date: Sep 2006
Location: Memphis, TN
Posts: 332
Thanks: 4
Thanked 3 Times in 3 Posts
Warhammer is on a distinguished road
Default Re: Ermor - Early Age Guide (?)

I recently fired up a game with EA Ermor and was wondering what would be the best path for them?

I took an S9E4 with 5 dominion and some fair scales. I am awash with cash and have been naming some of the Arch Augurs or whatever they are each turn.

Would I be better off with a rainbow pretender, or should I go with more of a bless strategy? It looks like a F9 bless would be great for these guys.
Reply With Quote
  #5  
Old June 8th, 2007, 11:59 AM

Eressil3 Eressil3 is offline
Corporal
 
Join Date: Feb 2007
Posts: 139
Thanks: 0
Thanked 0 Times in 0 Posts
Eressil3 is on a distinguished road
Default Re: Ermor - Early Age Guide (?)

And like Arco they got priest which heal afflictions. So you can send your lovely pretender to battle without being afraid to catch one.
Reply With Quote
  #6  
Old June 8th, 2007, 02:40 PM

johnarryn johnarryn is offline
First Lieutenant
 
Join Date: Jan 2007
Location: New York, NY
Posts: 651
Thanks: 1
Thanked 0 Times in 0 Posts
johnarryn is on a distinguished road
Default Re: Ermor

I don't think I would necessarily pursue a bless strategy. Your sacreds, while good, are cap only and aren't as good as some of the other sacred nations like Vanheim and Helheim.

Instead, i would concentrate on working your magical diversity. Take a pretender who is strong in areas you aren't (Earth, Nature, Air, Water) and use that to gain access to some of the great late-game summons and items.
Reply With Quote
  #7  
Old June 8th, 2007, 02:52 PM
SelfishGene's Avatar

SelfishGene SelfishGene is offline
Sergeant
 
Join Date: Jan 2004
Posts: 247
Thanks: 0
Thanked 0 Times in 0 Posts
SelfishGene is on a distinguished road
Default Re: Ermor

EA Ermor is fairly effective but i think they are not the invincible legions that the Roman-themed nations of Ermor/Pythium possess in the Middle Era. EA Ermor has a few oddball things about it; Death mages, old age, no Death gem income, Priests that heal (albiet quite ineffectively, only about 1/3 to 1/4 as well as a Arco Priestess), medium Cavalry, Gladiators.

Gladiators are so effective it's almost always worth throwing a few in any battle where you know some casualties are inevitable (against Cavalry/Elephants, or Blood Vines). It's a bit of a micro headache to keep the "Gladiator reserves" stocked and up with the main army, though.

There really aren't any Pretenders/paths that especially come to mind immediately either when using Ermor. The Lord of um... Nature?, the Zeus-like titan with a pot on his head - he seems the most "thematic" Pretender to choose. Remember, though, you do have healing Priests, so taking an affliction-prone Pretender SC chassis is a very real and valid option.
Reply With Quote
  #8  
Old June 8th, 2007, 03:39 PM
Sandman's Avatar

Sandman Sandman is offline
Second Lieutenant
 
Join Date: Oct 2003
Posts: 477
Thanks: 0
Thanked 0 Times in 0 Posts
Sandman is on a distinguished road
Default Re: Ermor

I wonder, do gladiators disappear after really tiny battles? Like finding a scout?
Reply With Quote
  #9  
Old June 8th, 2007, 05:57 PM

johnarryn johnarryn is offline
First Lieutenant
 
Join Date: Jan 2007
Location: New York, NY
Posts: 651
Thanks: 1
Thanked 0 Times in 0 Posts
johnarryn is on a distinguished road
Default Re: Ermor

I believe they do... it makes it troublesome to use them when attacking, because you might just hit PD and lose them.
Reply With Quote
  #10  
Old June 8th, 2007, 06:23 PM

Shovah32 Shovah32 is offline
Brigadier General
 
Join Date: Oct 2006
Location: Northern Ireland
Posts: 1,923
Thanks: 2
Thanked 5 Times in 5 Posts
Shovah32 is on a distinguished road
Default Re: Ermor

Or the enemy can just raid you with indy scouts whenever he notices or expects gladiators.
Reply With Quote
Reply

Bookmarks

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 08:43 AM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2017, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2017, Shrapnel Games, Inc. - All Rights Reserved.