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				May 7th, 2007, 12:09 PM
			
			
			
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 Sergeant |  | 
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				 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.
 
 
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				May 7th, 2007, 12:47 PM
			
			
			
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 First Lieutenant |  | 
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				 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.
 
			
			
			
			
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				May 7th, 2007, 02:19 PM
			
			
			
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 BANNED USER |  | 
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				 Re: Ermor - Early Age Guide (?) 
 one word: communion. Ah yeah. 
 Make a pretender that has Astral, you will not be sorry late game.
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				June 8th, 2007, 10:54 AM
			
			
			
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 Sergeant |  | 
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				 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.
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				June 8th, 2007, 11:59 AM
			
			
			
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 Corporal |  | 
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				 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. |  
	
		
	
	
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				June 8th, 2007, 02:40 PM
			
			
			
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 First Lieutenant |  | 
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				 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.
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