|
|
|
|
 |

December 2nd, 2003, 07:08 AM
|
|
Sergeant
|
|
Join Date: Oct 2003
Posts: 363
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Nation/Race Guide
Quote:
Originally posted by Aetius:
So if anyone out there wants to advice me on how to set up a winning Pythium, Marignon, or Man I am ready to listen.
|
Ignoring Marignon the answer is something like order3, misfortune3, prod3, +growth as much as you can afford, castle or wizards tower and build lots of HI and more castles/towers for more HI. With Pythium some of your HI even gets a strat move of 2. With Arco you get Hopilites and Elephants can gobble up your spare gold and be fun to learn to use - as long as you don't mind getting trampled a bit along the way.
Don't forget sermons of courage and when you can get it Fanatacism as morale decides battles - all my armies have a morale booster along and if its a big one they better be able to do Fanatacism or I better have a few.
Magic is really cool and dandy and you can do wonderful things with but its actually somewhat optional until the mid-to-late game. It can be a distraction from getting out there and conquering. I say this partly as both Arco and Pythiums magic, while v.powerfil is fairly diverse and/or complicated so you may not want to pay it to much mind initially. Drain scales can work fine and both races are so strong that they should be able to out-Ulm Ulm early plus get magic later.
Marignon is another matter and more complicated an answer. Similar sort of scales to above. I would suggest for the start trying defensive army deployments using alot of Xbow, some men-at-arms a bit to the fore on hold-and-atack as pin cushions, Greatswords (H-a-A)if you want strike infantry and Knights etc when you can afford. You can build some GM's early and use them for holy pyre and morale boosting and they will get on the hall of fame. All in all very shooty early on and can be fun.
Enjoy,
Keir
[ December 02, 2003, 05:15: Message edited by: Keir Maxwell ]
|

December 2nd, 2003, 07:11 AM
|
|
Sergeant
|
|
Join Date: Oct 2003
Posts: 363
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Nation/Race Guide
If you are feeling inspired Aetius you might want to try Pythium with the Prince of Death with death9. Build up you mage force and then send it into a insignificant battle, blessed, deployed beside a Hydra hatchling which moves off leaving the poisononed mages to die and return as soulless mages with no upkeep.
And the PoD is great for fast expansion.
Keir
[ December 02, 2003, 05:14: Message edited by: Keir Maxwell ]
|

December 2nd, 2003, 08:00 AM
|
|
Private
|
|
Join Date: Dec 2003
Posts: 25
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Nation/Race Guide
I've only played the demo so far (come on xmas), but why should you start with your pretender as a level 9 in any magic? by the time the magic level maters, wouldn't you have the gem income to empower? wouldn't those points be better spent on the dominion scales?
|

December 2nd, 2003, 08:07 AM
|
 |
Lieutenant General
|
|
Join Date: Sep 2003
Location: Hyvinkää, Finland
Posts: 2,703
Thanks: 0
Thanked 1 Time in 1 Post
|
|
Re: Nation/Race Guide
Bless effects.
And you get one nasty support mage too! 
__________________

"Boobs are OK. Just not for Nerfix [img]/threads/images/Graemlins/Smile.gif[/img] ."
- Kristoffer O.
|

December 2nd, 2003, 09:40 AM
|
|
Private
|
|
Join Date: Dec 2003
Posts: 25
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Nation/Race Guide
But as a support mage, you are still limited to spells you have researched. By the time you have gotten those upper level spells researched, you should have enough gems coming in to empower your pretender high enough to cast them.
(I am looking at it as you can not affect the way your scales are set once the game begins but you can change the level of magic for your pretender, or anyone else for that matter)
Are bless effects really that good?
|

December 2nd, 2003, 09:41 AM
|
|
Sergeant
|
|
Join Date: Oct 2003
Posts: 363
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Nation/Race Guide
The death 9 bless effect means that when you are blessed and die you come back as Soulless - not much use for a warrior but handy for a mage as undead have no upkeep.
The Prince of Death is primarily deadly for his fear effect which increases with his level in death magic - both in area of effect and in nastiness.
If you are playing Ctis you start with the spell Terror whihc goes up in strength based on Death power. Its worthwhile making up a PoD death9 Ctis race just to watch those clouds of billowing black terror driving the enemy from the field.
Cheers
Keir
[ December 02, 2003, 07:52: Message edited by: Keir Maxwell ]
|

December 2nd, 2003, 09:51 AM
|
|
Sergeant
|
|
Join Date: Oct 2003
Posts: 363
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Nation/Race Guide
Quote:
Originally posted by J Stanley:
Are bless effects really that good?
|
Think Jhotun Niefelheim theme using Mother Nature with Earth9, Nature9 for turning Niefel Giants into monstrosities. Yum, Yum. Can't remember what the thread on that was called but a search on Niefelheim should find it.
Do a search for a thread called "Dancers of Death" for a handy Ctis water9 death6 race which can be tweaked or altered in many ways and still provide some impressive results. I have not found the "best" Version yet and when I come with mine I promise not to tell.
Its a case of looking for sacred troops that can become much better given some of the sacred effects and then trying to squeeze enough points out of dominion to afford it.
Are bless effect races the "way to go"? No - but they are fun and they weren't in Dom1.
cheers
Keir
|
| Thread Tools |
|
|
| Display Modes |
Hybrid Mode
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|