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Re: Possible mod nation? - Kingdom of Angmar
Not quite. There are 6 hero slots, and 2 multihero slots. If you wanted 8 specific heroes you'd probably have to make two of them summons.
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Re: Possible mod nation? - Kingdom of Angmar
Eh, the chances of getting more than 8 multiheroes is pretty slim. Maybe I'll just make a "Ringwraith" multihero to represent each of the others. Not like any but one has a name anyway.
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Re: Possible mod nation? - Kingdom of Angmar
Yeah, I don't think that would be a problem at all. The chance of getting even 4 heroes in the same game is so small it might as well be nonexistant.
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Re: Possible mod nation? - Kingdom of Angmar
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Re: Possible mod nation? - Kingdom of Angmar
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Of course, only the Witchking was actually in Angmar... |
Re: Possible mod nation? - Kingdom of Angmar
That's why I was thinking it would be best if the others were heroes. They have to "arrive at your city, ready to fight for your cause" because they weren't there previously. Consider it Sauron sending reinforcements :p.
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Re: Possible mod nation? - Kingdom of Angmar
I'm pretty excited about this mod. I'm a big fan of Tolkien and thought I'd put my 2c in about the Heroes vs Summons debate.
Please feel free to ignore them :). Quote:
Also, actual magic users are very rare in Middle Earth, so having the Ring Wraiths and Pretender as your main/more or less only casters, with heroes providing additional spellpower, would make the Nation very interesting to play, I think. As heroes, you'd only get 6 of them, at best, and I think there's plenty of other options here for heroes/multiheroes. Suggestion for possible Heroes: Saruman (E3/F2/A1/W1/N1/B1/H1, elderly but self-healing, 25% forging bonus), Mouth of Sauron (high leadership, some magical ability: S2/D2/B2? possibly H4?), Gothmog (high leadership, high morale, possible Boldog--see below), Shagrat (very large, extremely tough orc with very high Prot and possibly even Awe--he won the battle of Cirith Ungol and he's got the mithril coat), Grond (construct with high Seige bonus, produces Mountain Trolls), Corsair Lord of Ships (excellent Sailing, could have a secondform that rides a Mumakil, strong Banner in either form, could occasionally produce Mumakil-riding Black Corsairs.). Suggestion for Multiheroes: Mordor Troll--huge, relatively intelligent, very nasty troll with spiked armour, Boldog--largest, meanest, smartest orcs around, might even have some magical ability (from Wikipedia: Boldog (…) is a name that occurs many times in the tales of the War. But it is possible that Boldog was not a personal name, and either a title, or else the name of a kind of creature: the Orc-formed Maiar, only less formidable than the Balrogs. Melkor had corrupted many spirits — some great as Sauron, or less as Balrogs. The least could have been primitive Orcs.) It seems to me that, considering that Sauron is just a disembodied spirit at this point in time, instead of giving Angmar the Witch-King as a starting commander (The Witch-King in the books doesn't really show up until late in the game), you might possibly give them a "Sauron's Shadow" unit, which would have immortality, etheriality, and a patrol bonus, but no physical stats (1 hp, 0 Str, etc.), only 1 mapmove, and no actual magic, but the ability to lead your mindless trolls, and the sun-fearing varieties of orcs (since "the Uruk-hai and Olog-hai could fight in the sunlight, as long as they were under Sauron's Shadow."). Speaking of uruk-hai and olog-hai, have you considered that they might be a Summons? possibly Blood/Nature, along the lines of Crossbreeding? By the way, do you have any intention to include Shelob? Maybe as a Unique, in place of a starting scout? Could be (appropriately, I think) a good early Rush deterrant. You could make her a stealthy cannibal (so that she eats orcs) with no Leadership. |
Re: Possible mod nation? - Kingdom of Angmar
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I was more inclined to have the Nazgul being unique summons (probably at low level conjuration) in the Late Age version of the nation, which I wish to do after this one, which would be modeled on Mordor, not Angmar. Quote:
However, in the Lord of the Rings, when the fellowship was traveling south from Rivendell, they were fallen upon by a pack of wargs, led by some sort of magic-using wolf, if I recall. It was pretty much the most blatant use of magic present in the books (Gandalf calling down lightning strikes and such). I need to look it up again, but if that's the case, the magic stuff could be more prevalent on the evil side of things. Quote:
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Edit: the sprite that I made for the witch king doesn't look quite so dark and homogeneous in the actual game: http://i48.tinypic.com/9i65cp.png |
Re: Possible mod nation? - Kingdom of Angmar
The sprite looks really good!
The problem I see with getting this guy from the beginning is that, by the second round, you've already Prophetized him (not that you really need to, since he's Sacred, but it'll let him self-bless, give him access to all the other Holy spells--including one that grants retributive damage to any unit that actually hits him--spreads Dominion, and grants extra hp, att, def, mr) and slapped black plate on him, making him a perfect Rusher, or just a perfect Indie-killer. And you don't have to worry about getting him killed or wounded, since he's immortal. Waiting 2 more rounds gives him a black shield and a black helmet, neither of which will encumber him, since he's undead, solving that pesky archer problem. Speaking of Bless, I'd do everything I could to give this guy a Fire 9/Water 9/Astral 4 bless (he's got 3 attacks, afterall, his Att's a little low, and he's worth the MR boost), giving him atleast 4 attacks a round, at a base Att 18, and Def 22, and 18 MR, plus whatever the prophetizing gets you. If that becomes too expensive (not sure why it would, since this guy's the starting army to end all starting armies, who needs Production, or income?), Fire 9 + Astral 4 will get the job done. Fire vulnerability sounds like a problem, except it isn't, because you've quickly forged him a ring of fire resistance as soon as it becomes a problem, and he's got cold resistance and natural undead poison resistance. Shock resistance isn't so far behind, since there's a number of forgeable items for that, including and especially Copper Plate, which takes care of Shock, and does even more additional retributive damage. With Fear +4 (+14, with the Horror Helmet he can forge by himself), Etherialness, Twist Fate, the Luck he'll soon be able to cast on himself, and the high Prot I just mentioned (20 or so), what, besides an SC Pretender, is going to have a chance of stopping this guy in the first year? How about the 2nd year, when he's got a real army behind him? An army of Shades and Shade Beasts, Banes, Black Servants, and Longdeads, by the way, led by Mound Kings, with a host of Revenant researchers. With this guy to get your Deathmill rolling, forget about your National recruits. Undead don't cost any upkeep, don't eat, don't age, etc. At the end of the 2nd year, having used him to ravage the countryside, and now using him to finely crush anyone left standing, you're going to be collecting plenty of Astral Pearls from all the site-searching you'll want him to do (infact, taking the time to do site-searching might be the only thing slowing him down. It's worth the time, since high Astral + high Death = win), and since this is one unit that's actually worth empowering, even Mind Hunt isn't going to reliably stop him. And if you think he's nasty now, just wait till you hit Soul Vortex and Const 6. It's not just that he's good in the early game, it's that he's very very good, and keeps getting exponentially better throughout the game, and practically by the month. With a good Pretender to back him up (a Cyclops, Blood Fountain, or Great Sage would do quite nicely), he might as well be a walking Nation all by himself. As a prophet, I'm not convinced he even needs his home Province, so long as you carefully monitor your Dominion. I think having this guy around from round 1 would change not just this Nation's strategy, but the strategies of everyone he's going to fight. Pretenders become SC Killers, magic weapons, priests, and Dom Pushing are priorities, and nobody except the Witch King bothers with basic PD at all. |
Re: Possible mod nation? - Kingdom of Angmar
Not really any worse than starting with a Prince of Death. The same things that take him out will deal with this guy--and he doesn't fly. If you want to spend 400 design points to help one unit(no sacred recruitabless) that's easily counterable with death, astral or blood...I guess you could go after Eriu! After putting both air and nature magic on your pretender and forging a ring of tamed lightning and snake ring(with no national income in either), you can watch as you lose because you have one thug who can take out province defense, and he has a dozen.
If nothing else...people will realize that your Witch King can only be in one place at once--which means you're dead meat the second you commit yourself against one enemy. You cannot afford to ignore your nationals. It does make this nation really different from other ones, but it's not any more game-changing as starting near someone who has elephants. If it happens, you grab some counters. End of story. I can't think of a middle-age nation that doesn't have counters within reach, unless you planned from the beginning to go after Eriu. His purpose is to jumpstart you against indies so you can leverage your inferior nationals and get some momentum for your first war. He's powerful, but not against a prepared foe. He's a ridiculously powerful raider, but not a viable front line. |
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