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Re: Ermor themes, too strong?
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[quote]I see you've caught onto my remote temple burning strategy. Building fortresses in every province with a temple, this is basically necessary anyway: Ghost Riders is not the only remote-raiding spell, and fliers, or flying SCs, can easily maraud completely unchecked, leaving you to try to guess their next move in a giant, extremely aggravating, whack-a-mole, unless you build forts.[quote] Ghost riders is the _only_ remote attack spell that comes anywhere near its power level. Army of the dead doesn't supply you with a wraith lord. Quote:
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Re: Ermor themes, too strong?
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[quote]And the typical fort costs 300-450 gold, which is far too expensive to build in every province other than if you plan to bore your opponents to death.[/QUOTE When you consider how much it would cost you to maintain a standing army or PD capable of stopping the attacks that forts can, forts are a bargain! It is difficult or impossible for a typical standing army to fight off, say, 10 casting of Ghost Riders. A single fort, even the lowly 0-point watchtower, can ward off an infinite number of Ghost Riders. Even a PD of 125 cannot stop a rampaging ice devil: A single watch tower stops it cold. A fort can stop or delay enemies that no army you can muster at any reasonable, or even unreasonable, cost can. Quote:
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Re: Ermor themes, too strong?
Anybody that can summon Lamia Queens has a decent chance of getting a Death-3 or even Death-4 queen without expending vast amounts of death gems, too.
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Re: Ermor themes, too strong?
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Re: Ermor themes, too strong?
Ether Gate also provides you with a rather neat death/astral/random mage as part of the bundle - but SSSSD and 90 Astral gems is a pretty steep requirement to cast it.
[ April 11, 2004, 18:11: Message edited by: Peter Ebbesen ] |
Re: Ermor themes, too strong?
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Re: Ermor themes, too strong?
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along w/ saying that the "paralyse bug" hurt him more than it hurt others (this while he was playing SG ermor and r'lyeh http://forum.shrapnelgames.com/images/icons/tongue.gif ) |
Re: Ermor themes, too strong?
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This is incredibly stupid. Quote:
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When fighting Ermor, you must always be mindful of guarding your flank: The nature of Ermor's troop-raising is such that Ermor can afford to attack in many places at once: You must be careful not to allow him to cut you off, and you must not overextend yourself into his territory, for then you will find yourself surrounded and cut off: Always be certain that your fallback position is secured from attack: If a battle goes badly against an Ermorian army, it is inevitably the case that your troop screen will be routed first: This will then result in your commanders routing: If are not able to maintain a fallback position, you will be wiped out to the Last man: If you can secure a point of retreat, you will preserve the most expensive and important component of your army: Your mages and priests. Fighting Ermor is not like fighting other nations: Blitzing through empty provinces and beelining for his capitol or other apparently important provinces is useless. Ermor has few, if any, important provinces, and those that he values are not necessarily manifestly obvious. When you fight Ermor, you are fighting for ground, not for specific provinces. Advance slowly, cautiously, and relentlessly. Do not squander your men and material on pointless attacks. Never act rashly: Ermor may grow more powerful with time, but so do you: Ermor's numbers are not your primary threat, merely your ticket into the hall of fame. [ April 11, 2004, 18:42: Message edited by: Norfleet ] |
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[ April 11, 2004, 19:04: Message edited by: Norfleet ] |
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