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Re: HINNOM EATS EVERYTHING
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It's a subtle thing, but I think it really does add a decent bit to how much gold Hinnom "spends" to get blood slaves. Quote:
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Re: HINNOM EATS EVERYTHING
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Hinnom lacks access to water magic, which makes fighting Niefelheim SC to SC pretty difficult, but even being giants your troops don't hit hard enough to bring down dual blessed Niefels. I actually think this matchup won't be all that uncommon for Hinnom, given the extra attention they'll probably be receiving. So, what to do.... Birch boots give 50% CR which is a great start and something to start using immediately at con-2. Elemental armor will get you the other 50% you need, but unless you get lucky with the 10% random on a Ba'al, you'll need to empower to forge it. This isn't so prohibitive as it sounds at first, you've got strong fire and earth incomes, and you can empower (different mages) with either of them to do this. Since Thau-2 and site searching are going to be very early targets, you should have a solid gem income. Elemental armor and birch boots make an excellent choice for Ba'al even if you're not fighting Neifel. Next up, Se'ir. I glanced at these guys before writing the guide and dismissed them as OK summons in a nation with lots of excellent other options. They've got a claw, claw, gore attack and 16 str, 28 hp and 7 protection and you summon 8 for 33 bloodslaves. What I didn't realize was they also have +4 berserk, are holy, and are demons. If you have a blood bless (as I suggested), cast blessing, blood lust, then blood letting they now each have 3 attacks at 28 damage and 17 attack. They're size 3, and that right there should be enough to swarm over neifels in anything short of cold-3, but if you can punch up to con-7 you can also cast a very easily castable weapons of sharpness, and you've got air mages to cast arrow fend against the obvious counter. Trust me, it's sickening how fast these guys carve through any human sized troops even without the weapons of sharpness. With it, I don't see them having much trouble taking out any SCs in the game. |
Re: HINNOM EATS EVERYTHING
I told you man. Se'irim are amazing especially compared with the other national blood summon. They're completely nuts if you've gone for a bless strat too - with N9 for example.
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Re: HINNOM EATS EVERYTHING
One of Hinnom's weaknesses is that, although they've got access to most paths, they've got very few multipath mages. Blood & everything, but not much else. This limits boosters and SC items.
It's certainly not crippling, but it removes a lot of the standard SC gear choices. |
Re: HINNOM EATS EVERYTHING
KO,
I am relatively new here but I would like to take this opportunity to say (or rather, echo, as I am sure it has been said by others) that in all these years of gaming I have never come across a developer that is as responsive and as dedicated to his/their games. Thank you and congratulations for such a superb game. On your question on Hinnom's pop eating, my limited experience is that with a Growth 3 scale and care in the early turns (ie. not hiring Rephaims at EVERY possible opportunity) the effect is minimal (virtually all provinces are still growing), although some micromanagement with placement might be necessary. So I equate it as the equivalent of roughly a 80 reduction in design points (you are still growing in the earlier turns and only plateau out in selected provinces later) , which is not much since they get 80 points back for favouring Heat 2. |
Re: HINNOM EATS EVERYTHING
I also want to add that Hinnom/Ashodod has answeres to most early/mid game tactics:
This counts for every giant race: - Trampler: Don't work against giants in general - Big Archer Troops: Archers love to kill with 1 hit because they scatter her arrows. Against giants there are a lot of hitted giants but to kill one you need mutiple hits. The target is big enough but also good protected and has a shield. (With Regeneration bless its really hard to do much damge.) - Flyers: Giants normally don't use much archers and unprotected mages where flying units rock - Awaken Awe Pretender: Giants have high morale and do a lot of damage. All things Cyclops (& Co) with awe hate! And some additionals for the Fire Giants only: - Flaming Arrow/Fire 9 Bless: 50/75 Fire Protection helps a lot! - Etheral Forces: A Standard Magical Weapons works perfect here The only problems they have are typical giant killers: - "death" spells like soul slay, petrify, etc.. But the weaker forms like mind burn, smite, etc. don't help much (because of high hp). And you've to fight against this weaker form in early game! - Masses of barbarian type of units I don't think the icy giants are that a problem in a non-duel MP game. Normally they tend to ignore each other in early/mid game just because of the fact they use different heat/cold scales which makes attacking very exhausting and the fact that there are generally weaker victims (with weaker early game)! In mid/late game niefelheim types tend to losing power, the fire giants not. In sum. People tend not to go in war with you in early game. Which is the basement for your very good mid/late game. In moment i'm in a small ea mp game with formoria (paladin on llama). Also inside baalz with Lanka and evilhomer with hinnom. It will bring up some additional experiences. |
Re: HINNOM EATS EVERYTHING
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Even taking these precautions it still will impact the bloodhunting as I suggest, growth 3 in a 5k province will offset 30 population decline per turn, so you're talking about slowing the process I describe, not stopping it (unless you're bloodhunting in provinces > 10k). |
Re: HINNOM EATS EVERYTHING
Baalz,
I was not trying to disagree with you. I don't always disagree with you. http://forum.shrapnelgames.com/images/smilies/laugh.gif I am just putting it into perspective and saying that it is no where near crippling. I agree with KO that weakening Hinnom's starting army and PD is already sufficient to bring it in line with other nations. No need to weaken it further. |
Re: HINNOM EATS EVERYTHING
Baalz,
BTW, look forward to reading your Ashdod guide. |
Re: HINNOM EATS EVERYTHING
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Hinnom is a powerful nation even with a lesser starting army and a weaker PD. It's certainly in the class of nations KO has mentioned that require diplomacy (ie: alliances) to be controlled. |
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