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Re: Questions about Hinnom
Another Laptop leeching day, this time co-op with my friend.
I already have 4 nephilim,sons of Azazel,Kokabel,my own Nephilim Avatar and Shamshiel sieging the enemy(Abysia for thematic reasons), and they are true monsters. Since they all had chest wounds due to intense fighting, I gave them blood hearts to make it up, Fear Helmets to boost the already inhuman fear factor they have(one of them has Battle Bellow, another is Obese, another has cruelty,my Pretender has ambidexterity and twin Bolas instead of Hellswords), Golden Shields to avert enemy hits,boots for trampling, and Saint Shrouds for STR+4 and Death Curse, and Hellswords, and invigoration belts. They just eat 200 of the the enemy population in sieges and rout the enemy in a turn! Did I just make 4 SuperCombatwhatevers?! This was too easy! ALL ARAN WILL BE DEVOURED! BLOOD FOR THE BLOOD GOD! That nation makes my bloody dreams come true. |
Re: Questions about Hinnom
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Re: Questions about Hinnom
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Re: Questions about Hinnom
Jaghatai, you are making very nice and reasonable analyses. Get the g*dd*mn game and join us with the full fun ^^
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Re: Questions about Hinnom
Why would you need an air bless? It would be completely useless against Dawn Guard or chariots.
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Re: Questions about Hinnom
Yeah, no idea why you'd want an air bless. I'd go with the standard water and either Fire or minor Death, all dependent on the sacreds of course.
Extra attacks and damage (or afflictions) to add to the swarming. Extra defense to keep from being hit. They do enough damage more protection isn't as useful. If you're thinking of Air bless for the uber archers, they're really not that bad. Sure they do a lot of damage when they hit, but I'd still rather have 2-3 times as many shortbows, especially early age where there's less armor in general. Fast sacreds will close quickly enough you'll have friendly fire problems anyway. The Dawn Guard may have the usual giant weaknesses, but they work much better than any other non-sacred giants I've played with. High stats, decent protection (for the age), magic weapon, not too expensive. |
Re: Questions about Hinnom
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They're giants, but they're only size 3 giants. So you can get two of them in every tile. The Dawn Guards are well-equipped, with good stats and even a magic weapon. But that's not what makes them so special. Dawn Guards are extra-cool because they can be recruited anywhere. You can literally fill your opponents' provinces with these guys. W9F9-blessed Helhirdlings (as just one example of uber-blessed sacreds) are going to cut through nearly any normal troops like an oxyacetylene torch through tissue paper. Dawn Guards won't be much more than a speed bump for them. They'll survive a bit longer than most normal troops, but they still won't get the job done by themselves. But that's okay, because you can recruit a lot more Dawn Guards than your opponent can recruit uber-blessed sacreds. While he has one unstoppable army rampaging around, you can have three or four armies scarfing up all of his provinces. And your scales are better than his scales, so you win a battle of attrition. Anyone is going to have trouble against a well-played bless rush. Hinnom might have less trouble than most other races, but they'll still have trouble. Hinnom has answers for the common problems of giant troops:
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Re: Questions about Hinnom
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I also played quite a bit with the demo so I'm not so much of a newbie. If I ever get time with the laptop I'll try that Lanka people are having an orgasm about, though I can say that 65 Gold 25 Res sacred everywhere looks a bit overpower... EVIL MONKEY! BAD! BAD! |
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The poison damage still affects a unit, and stacks up, on shield hits. |
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