![]() |
Sacred Units!!
Which Nation has the best Sacred Units in Early?
Middle? Late? I'd like to hear some opinions!! Any idea on creating the best blessed units ever? Thanks! John |
Re: Sacred Units!!
EA: Helheim. Niefelheim kills everything early, but their sacreds have major problems once heavy magic comes into play.
Vanheim/Midgard win for Mid and Late I think. Mictlan's sacreds in all eras deserve mention for sheer cost-effectiveness and ability to build their sacreds anywhere, but they're not "the best" Abysia has very solid sacreds in all eras, but they're resource-heavy, unlike the other nations mentioned, so you lose 240 design points or so having to take production instead of sloth. Makes it hard to take an uberbless. |
Re: Sacred Units!!
EA: Oceania. Can't leave the water, but they'll kill anything in it.
MA: Purely on how much better they are than the regular troops (there's no point in buying anything else), I'd say Jaguar Warriors. LA: Jaguar warriors. |
Re: Sacred Units!!
I played Tien Chi in Early, their sacred is not bad. Then again that's the only race I played lol
|
Re: Sacred Units!!
Micah - what problems do Niefelheim's sacreds have once heavy magic comes into play? I had an absolute nightmare killing Dr Praetorius' giants off in one game, even though I had a huge amount of research. Sauromatia though, so no fire magic - I guess pillars of fire would help.
|
Re: Sacred Units!!
Since they are so expensive niefelgiant armies tend to be rather small. Spells that are designed to take out tough units like paralyse/soul slay/gift from heaven/bane fire/pillar of fire etc should have a good chance to take them out.
|
Re: Sacred Units!!
No need for evo 8, just try destruction + flaming arrows. Granted this combo works well against damn near anything sacred or not, but the giants don't really cut through chaff very fast since they need time for their auras to kick in, so they're not going to break through to the archers very quickly. Helheim has access to air mages for storm and arrow fend, plus lightning quick killing power to punch through an infantry screen. Plus if they're outmatched they can just stealth away.
Niefelheim also loses its best asset if the opposition can get off a warriors of niefelheim, or a frost ward blanket. Their nifty aura is stopped cold (couldn't resist, sorry). With CR each giant is only able to kill one opponent a round, and they won't have the advantage of being protected from melee damage by a pile of 100 fatigue enemies at their feet. Nief is a very binary nation as far as sacreds. Either the enemy throws the right combo of troops and magi at you and utterly destroys you, or they don't and get rolled over without getting a single kill. They seem grossly overpowered until they run into the right opposition at which point they just sort of fold up like a card castle, killing a handful of chaff while they're being cut into pieces. Much like an SC really, they have holes in their defenses somewhere. Astral SC? Well, hit them with magic duels and trade a handful of lizard shaman for a 100-gem investment. Awe-reliant or Soul Vortex SC? Undead spam them and watch them get chipped to death when their vortex doesn't heal them, no gems required. Also works great for any SC without crowd control, you can at least hit the 50 turn limit even if you can't kill them. Cut them off from retreating if you can. If they ARE decked out for crowd control hit them with your own SC with quickness and 2 AP weapons and watch them die. If they're somehow equipped to take on either of those their MR must be low since they've gotta be out of slots, so spam a few mind hunts or Vengeance castings at them...or in combat try some enslave minds, charms or soul slays. And obviously if they're not resistant to an element hit them with that. If you just throw troops at any decently built SC you're just giving them free xp and maybe an affliction if you're lucky, but if you find the counter to them they're only going to take out some chaff before they end up dead, there's not much middle ground. |
Re: Sacred Units!!
Darkness + skelespam stops Niefelheims giants dead. Not too difficult a combo to pull off.
I would love to know how to stop Helheims sacreds thou, so far I have tried 30 mages scripted ice stikex2, frozen heartx3, cast spells. They were guarded with 200+ troops and I had 30 giffins blessed with twist fate who flew in at Helheims army straight away. Helheim cut throu my army no sweat. He had a similar size army but half of his were just archers! I have also tried golems with astral tempest, water queen kitted out with bling, all sorts. Nothing seems to last more then 10 rounds with Helheim and thats if I am lucky! |
Re: Sacred Units!!
The queen died in the initial charge to the lance AP-damage bonus?
|
Re: Sacred Units!!
In a sp game, they fell to acid spells and reef warriors pretty quickly
length 0 hoof takes poison damage. |
All times are GMT -4. The time now is 01:52 PM. |
Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.