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Old March 24th, 2010, 03:23 PM

chrispedersen chrispedersen is offline
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Default Re: EA Ermor Strategy and Tactics--Critique and Embellish

Well, if you check my earlier ermorian advice.. I am usually swimming in money;

Death is usually so easy to advance in (moundfiends, skull staff etc) that I use twiceborn solely as a safeguard against death, rather than a method to gain a path.
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Old March 25th, 2010, 10:35 PM
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Verjigorm Verjigorm is offline
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Default Re: EA Ermor Strategy and Tactics--Critique and Embellish

Yes, I did notice my giant money pool... I'm massing Augurs (FS Mages) now for a Reverse Communion test.... I get 4 augurs for about the same price as one Augur Elder, so that's...

Or I was massing Augurs... something is corrupt and I can't open the save game. It says that the high memory block is corrupted.

Do you find the Augurs much more cost effective than the elders?

Augur Elder gets 6.1 paths for 250, but Augur only gets 2 for 80. They seem to be rather expensive to use as communicants for the elders since they have no death paths and elders favor death paths, so I don't think an Elder/Regular combo communion would be favorable past 5 turns...

Which is why I was going for a reverse commune which is basically 2F2S x 3 (1 Master--lowest on the list, 2 Slave communion) for 240 instead of 2F1S2D x 1 for 250, so it seems on the surface to be more efficient in terms of evocation spam.
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Old March 27th, 2010, 01:16 PM

chrispedersen chrispedersen is offline
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Default Re: EA Ermor Strategy and Tactics--Critique and Embellish

a lot of people depend on elders for expansion, a path I don't like.

Under this scenario, you research evocation and support an army with mages and go to town.

Against independents, I expand quite reliably using the national troops, and using gladiators as shock troops.

I prefer the augurs, as they have a *much* better research to upkeep ratio, iirc.

The real trick for ermor is what do you do midgame. You have no recruitable thug or SC chassis. Therefor your entire strategy has to revolve around what you are going to do midgame.

To me, that means you need a research advantage - and a very strong one. Which I address by forts, and research augurs everwhere.
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Old March 30th, 2010, 01:58 AM
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Default Re: EA Ermor Strategy and Tactics--Critique and Embellish

Man, I tried to write a EA Ermor guide. Namely because I had already picked an awesome title, "Grand Strategy of the Ermor in the Early Age." Unfortunately, I couldn't find much to work with. EA Ermor really feels like it was thrown together with disparate thematic themes that aren't fully developed. This is simultaneously a Fire nation, a Death magic Nation, a Communion dependent nation, and a "new faith" nation (though oddly these units are all capital only).

They have two thing going for them, from memory. First, cheap mages. Use those Augurs to get a lead in research by building numerous forts and having positive magic scales. Later combine with Light of the Northern Star to get some combat potential out of them. Second, solid infantry that can expand on its own. Problem with this is its the age of heavy dual blesses. The soldiers might be able to take on indies, but thats as far as its probably goes.

This nation simply has none of the terror of its later descendents. I guess unlike Rome, Ermor got scarier after its fall.
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