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April 10th, 2004, 06:03 PM
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Major General
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Re: Ermor themes, too strong?
Quote:
Originally posted by autolycus:
...and that, ladies and gentlemen, must be the best summary of Ermor I've ever ever seen, lurking here.
Norfleet, why not go play something else with equal dedication and report likewise? I think it would be an excellent sequel!
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I'm very fond of Mictlan, too, but nobody's complaining Mictlan is overpowered, even though I find it to be every bit as potent as Ermor: Sun Priests with Jade Knives can very quickly demolish enemy dominion and replace it with your own.
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April 10th, 2004, 06:25 PM
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Sergeant
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Re: Ermor themes, too strong?
Nice summary.
Not sure I agree with the conclusion that you don't need to deal with Ermor immediately (whether by allying or eliminating) but that's another story.
One thing. As someone referred to, another pro might be that they are all poor amphibians and can take indie water provinces early on without forging/ichythids/etc.
- Kel
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April 10th, 2004, 06:32 PM
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Major General
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Re: Ermor themes, too strong?
Quote:
Originally posted by Kel:
One thing. As someone referred to, another pro might be that they are all poor amphibians and can take indie water provinces early on without forging/ichythids/etc.
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This is true of Soul Gate. Ashen Empire does not have this strength in full: Censors are not amphibious (although they will happily spawn in provinces with underwater fortresses and immediately drown), being that they seem to be water-soluble. Archbishops are also incapable of entering the water. Ghouls, the only non-mindless AE Ermor unit, are not amphibious either, and must be left on land.
All this means that AE Ermor is extremely susceptible to R'lyeh undersea, because all the mindbLasts will strike the relatively weak mound kings, which, due to their less than stellar MR, will quickly die and leave the forces without commanders.
SG Ermor is better at this, as all SG troops and commanders are amphibious.
In all cases, their poor amphibiousness will give underwater priests lots of time to perform their priestings, and Ermor is unable to construct castles undersea, so will not be able to hold its undersea provinces effectively unless the pretender or a recruited Indy can cast Living Castle.
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April 10th, 2004, 07:01 PM
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Sergeant
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Re: Ermor themes, too strong?
Ok, I just know that I see ermor in sea provinces earlier on where most other land nations aren't. I figured that was a pro
- Kel
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April 10th, 2004, 07:08 PM
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Second Lieutenant
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Location: Ohio, USA
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Re: Ermor themes, too strong?
Quote:
Originally posted by Gandalf Parker:
quote: Originally posted by Endoperez:
quote: Originally posted by Gandalf Parker:
It gets deeper than that of course with 17 nations (and another on the way) but the basis is there.
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Is the "new water nation" really a nation or is it "just" a new theme for Pangaea? Or are you talking about something else? If I remember correctly Kristoffer referred to it as a 3rd water nation. And if I remember correctly, even if it were "just a theme", it wouldn't be for Pangaea. I believe that Kristoffer had stated that its pre-national orgins were as an Atlantian theme...
[Indeed I do. To wit, the Kristoffer quote in question...]
[ April 10, 2004, 18:12: Message edited by: E. Albright ]
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April 10th, 2004, 08:50 PM
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Private
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Re: Ermor themes, too strong?
Wow norfleet, you just summed up why I play ermor all the time. Incredible analysis.
I first tried ermor to try and learn the game, and havent been able to pick a different nation since 
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April 10th, 2004, 10:11 PM
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Sergeant
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Re: Ermor themes, too strong?
Quote:
Originally posted by Norfleet:
All this means that AE Ermor is extremely susceptible to R'lyeh undersea, because all the mindbLasts will strike the relatively weak mound kings, which, due to their less than stellar MR, will quickly die and leave the forces without commanders.
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With the new way paralysis works I'm not sure that's still the case. I could be wrong but it seems a lot harder to kill stuff with mind bLast now.
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