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May 8th, 2007, 11:29 PM
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Second Lieutenant
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Join Date: Nov 2004
Posts: 449
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Re: Which nations need help?
Whichever one is being played by me.
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May 9th, 2007, 01:46 AM
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Major General
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Join Date: Feb 2005
Location: Lake of Hali, Aldebaran, OH
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Re: Which nations need help?
LA Ulm has a very strong sacred unit.
LA Ulm has a wealth of national spells - including, for example, a national spell that lets you trade blood slaves for blood hunters. The count has become an utterly inferior thug, but it still worth it as a blood hunter.
They also get a unit-hordeing unit out of their capital.
I agree that LA Ulm is not an overwhelmingly strong position, but with their diversity of stuff they are perfectly competitive. Also, LA nations are generally not that fancy - seldom better than 2 picks in anything.
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If you read his speech at Rice, all his arguments for going to the moon work equally well as arguments for blowing up the moon, sending cloned dinosaurs into space, or constructing a towering *****-shaped obelisk on Mars. --Randall Munroe
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May 9th, 2007, 04:59 AM
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Second Lieutenant
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Join Date: Oct 2003
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Re: Which nations need help?
Middle T'ien Ch'i really isn't that bad.
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May 9th, 2007, 10:06 AM
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Sergeant
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Join Date: Dec 2006
Location: The wild barbaric north
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Re: Which nations need help?
EA Ermor bad? has good melee troops for the early game access to a wide variety of magic and has a semi decent sacred. weaker than MA/LA maybe and not in the same class as the heims in EA certainly but to my mind one of the better nations to choose
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May 9th, 2007, 10:44 AM
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Major General
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Join Date: Feb 2005
Location: Lake of Hali, Aldebaran, OH
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Re: Which nations need help?
EA Ermor is certainly stronger than the other "weak" nations.
__________________
If you read his speech at Rice, all his arguments for going to the moon work equally well as arguments for blowing up the moon, sending cloned dinosaurs into space, or constructing a towering *****-shaped obelisk on Mars. --Randall Munroe
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May 9th, 2007, 10:55 AM
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Major
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Join Date: Nov 2003
Location: Finland
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Re: Which nations need help?
EA R'lyeh perhaps?
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Great indebtedness does not make men grateful, but vengeful; and if a little charity is not forgotten, it turns into a gnawing worm.
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May 9th, 2007, 03:06 PM
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Major General
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Join Date: Mar 2007
Location: Seattle
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Re: Which nations need help?
Quote:
Ferrosol said:
EA Ermor bad? has good melee troops for the early game access to a wide variety of magic and has a semi decent sacred. weaker than MA/LA maybe and not in the same class as the heims in EA certainly but to my mind one of the better nations to choose
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Also, Augur Elders are recruitable anywhere. I haven't played EA Ermor yet--they're on my list to try out--but that's a pretty decent-looking battlemage, amassable in large quantities, with access to Nether Darts and Pillar of Fire.
-Max
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Bauchelain - "Qwik Ben iz uzin wallhax! HAX!"
Quick Ben - "lol pwned"
["Memories of Ice", by Steven Erikson. Retranslated into l33t.]
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May 9th, 2007, 03:14 PM
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Major General
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Join Date: Feb 2005
Location: Lake of Hali, Aldebaran, OH
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Re: Which nations need help?
EA Ermor has many advantages - but none zip zilch national spells.
As a pythium clone it's a powerful position - except for the lack of air magic.
Otherwise, as a sacred rusher or the like, it's just kinda inferior. So I gave them some powerful sacred summons (the Angels) and I think that covers that nicely.
__________________
If you read his speech at Rice, all his arguments for going to the moon work equally well as arguments for blowing up the moon, sending cloned dinosaurs into space, or constructing a towering *****-shaped obelisk on Mars. --Randall Munroe
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May 9th, 2007, 04:14 PM
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Sergeant
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Join Date: Jan 2004
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Re: Which nations need help?
I'm not sure EA Ulm needs help per se. They have some of the better human units in the game.
EA Ctis rocks. 3 Death? Slave Warriors? Chariots? Even City Guard are pretty good, for the age (12 armor) and cost (10/10).
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May 9th, 2007, 04:17 PM
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General
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Join Date: Oct 2006
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Why *not* an aquatic blood-nation?
EA R'lyeh is baaad. However, that's pretty obvious to most people. What I'd really like to see is Atlantis having more spells, and the ability to use blood on both land and sea would be extremely thematic, and fun. Not too overpowering either, because there aren't many blood-sites (if any) in the ocean, so it'd be harder for them to collect bloodslaves-and they'd probably need more than a human nation would, since they maybe wouldn't be as familiar with the most efficient rites.
EA R'lyeh would be better if it had more strong national astral spells, and maybe some earth, since they do live in mud. A little blood would be fine, but I don't really see them being a "blood-nation", as opposed to Atlantis. I can definitely see Atlanteans sending raiding parties to the surface and dragging back screaming victims to use as bloodslaves. They're already maybe breeding with surface-dwellers once in a while for kicks, and they're weird and creepy and evil enough to be very in to nasty demonic rituals. I just don't see the same thing nearly as clearly for EA R'lyeh. They're too alien and strange for blood-magic. They might use slaves for drudge-work, but not for blood magic, except possibly in a very limited capacity-maybe a mutant strain of aboleth has access to 1 blood as a random?.
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