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Re: Golden Age Arcoscephale
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And, since ants come with some natural protection, probably raise the Myrmidons' base prot high enough to give them the natural equivalent to a 'full leather' or 'full ring mail' armor - that should be around ~10 I guess. That should be enough to make them a very distinctive unit on their own. http://forum.shrapnelgames.com/images/icons/icon12.gif |
Re: Golden Age Arcoscephale
Slightly OT:
In Greek myth, Myrmidons (from Greek myrmex = ant) were the people of Aiacos, father of Pelleus and grandfather of Achilles. Aiacos was one of Zeus' favorite sons, and he asked his father to give him a people that are as dilligent as the ants he saw climbing on the tree nearby, so Zeus turned those ants into men. They are not halfmen, just men who are attributed the qualities of ants (dilligence, bravery, unity, etc.). |
Re: Golden Age Arcoscephale
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I didn't meant halfmen in the sense that minotaurs are half-bull half-man in their physical shape. Just that, as former ants that were turned into men, they might share attributes from both species. |
Re: Golden Age Arcoscephale
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Re: Golden Age Arcoscephale
If that bothers you, you're probably playing a wrong game. http://forum.shrapnelgames.com/images/icons/icon12.gif
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Re: Golden Age Arcoscephale
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No one is saying that Golden Era is unplayable. What most people will agree with is that the units are, when taken as a whole, inferior to the vannila troops, and therefore there is little incentive to use the theme, save for personal interest. If indeed the idea is for players to use less swords and more sorcery, then why take away the astrologer? With the astrologer goes the little blood and death magic that arcoscophile had. That may seem insignificant at first, but having no access to death magic at all really sucks. The earth summons are strictly second-tier to blood and death, and mystics aren't exactly the most efficient mages to use for elemental summons anyway. Don't forget that you are going to need a serious combat pretender to make up for your early military weaknesses. The wind riders are devestating in numbers, but the fact is that they are extremely expensive. Yes, a force of 20 will destroy any back row, but that's 2500 gold! Surely there are better ways to spend 2500 gold than on 20 fragile fliers. What I believe the awe ability does is enable players to use wind riders in smaller numbers. Massed wind riders is a losing strategy, even with a strong bless effect and awe. The awe ability reduces the attrition rate of wind riders against both independands and meleeing archers. Having tested the mod for about a day, I've decided I really like the results thus far. I wasn't as pleased with the "improved" wind lord. Most of the points Zen made were correct. He's basicly a flying Vanadrott, which made him far more effective than 3-4 regular riders. I'll probably restore his cost and remove the air magic in the final Version of the mod. [ June 19, 2004, 23:17: Message edited by: Blitz ] |
Re: Golden Age Arcoscephale
I don't question your Arco experience. How about your Ulm and massed flier experience? Having played a lot of Ulm and a fair amount (but very successful) with fliers, I see two bits of potential:
1) The Myrmidons compare well to Ulm heavy infantry. Shielded, very high prot. They are more expensive than Ulm HI, but they are also elite and have an excellent morale (Ulm morale is bad). In sufficient numbers, they should give a very solid center (which IME harmonizes with flying into the enemy rear). Comparing to Ulm, you've got different but similarly good HI, without the low morale and weak magic of Ulm. Does Ulm look impossibly weak to you? 2) The Icarids do look weak, but the blessed Wind Riders, Wind Lord, and Ircarid Champion (with items), ESPECIALLY combined with a Shedu (!), could I think be made into a nearly unstoppable stomp rear force. They just need enough critical mass to overwhelm. Meanwhile, you have a sold force of heavy infantry to hit them from the other side. I don't think that needs much improvement, but rather, mass and ... timing. Probably try to time the fliers to hit the rear shortly after the Myrmidons engage the main battle line. In my experience, you can provide mass to your strong fliers with weaker fliers - which I would expect to be nicely filled by the ordinary Icarids - they are the "cannon fodder" of the flying elite. Expect to lose a few, but they should be a force multiplier by keeping your elite fliers from getting overwhelmed even if they are flying into a large enemy force. If the fliers become so strong that they can "survive" even when facing overwhelming numbers, then they may be entirely unstoppable when used in a strong combined force. Especially if you throw a Shedu into the mix as well. PvK |
Re: Golden Age Arcoscephale
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A note about bless effects with GE. Taking a strong blessing is more difficult with GE, given their military weakness in the early game. A combat pretender is nearly essential, even moreso when you consider that GE's bless troops take much longer than most to come Online. Your 2-3 blessed fliers won't make a lick of difference when those 30 BF Ulm rangers show up with their POD and Ulmish infantry. Bless effects also restrict your ability to compensate for GE's weak nature and nonexistant blood/death magics. A pretender can only do so much, and taking a strong bless effect for a few indisputably overcosted fliers is a bad idea. Quote:
[ June 20, 2004, 19:59: Message edited by: Blitz ] |
Re: Golden Age Arcoscephale
Shortsword is 5 0 1 1 (not 5 0 0 1), Broadsword is 6 0 1 2, and Ulm hammer is 7 0 -1 1. Myrmidons are ST 11 for +1 damage compared to most troops. Compared to broadsword, it's just -1 length. Compared to Ulm hammer, it's -1 damage but +2 defense. As you say, their morale means they are not likely to fail to engage targets with longer weapons. Makes them as good, or with their elite skills and morale, better, on a one for one basis. In a group, this means an advatange, because combat in a battle line is 1:1. The resource cost limits their numbers (they aren't actually the highest cost though - Ulm has a 37), but they are better per man than Ulm HI anyway. The encumbrance does mean they will wear out after prolonged fighting, but Ulm has the same problem (worse for the plate/shield troops) and does extremely well as long as they have enough men. Here it provides a limitation that makes sense. They will do very well at first and then wear down after a while, but by that time in what must be a large battle, perhaps other forces have joined in (such as a flying force).
I would say bless GE, like practically all bless strategies, is an option. The Wind Riders and Wind Lord can be very effective even without a blessing. GE's Mystic is _2S_3?_ ! Seems to me you are spoiled by Arco's great magic, if you call this "nonexistant blood/death". Still seems to me like you are likely looking at GE as an alternative to standard Arco, without appreciating the comparison to Ulm and nations with flying strike forces (who generally do not have strong HI at all). Coming from a perspective of someone who has played a bunch of Ulm and Mictlan and some Vanheim and Arco), I see good HI (maybe not quite as good as Ulm), very good magic (maybe not quite as good as standard Arco), and good fliers (maybe not quite as good as Vanheim or Devils or Caelum(?)), but all combined in one, plus other interesting goodies. That is, comparing to other nations and styles I have played a lot, I see at least five great strengths (Magic, Research, Fliers, HI, Healing) which may not be quite as good as in specialist nations (Normal Arco magic, Caelum/demon Fliers, Ulm HI), but are combined all in one nation, and most can be synergistic with each other, as well as providing variety (I know what to expect from the others - not so much from GE Arco). Looks excellent to me, though not as well suited to following just one style of play that may be better in one of the others. PvK |
Re: Golden Age Arcoscephale
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PvK |
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