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Saxon said:
This nation seems to be all about missiles. I have put together a pretender with fire and air and plan to research up to Flaming Arrows and Wind Guide. The national mages are not well set up for those spells, thus the pretender with those paths.
You could get a lucky random, then a forged item and Phoenix Pyre and the Air equivalent, but that would come fairly late in the game. That is why I am counting on a pretender who can back up at least one army with the spells.
What are people’s thoughts on this idea, a powerful missile force made up of cheap archers that hit all the time with flaming missiles? Any other ideas for boosting their power?
Also tied to this nation, let me ask for thoughts on a related issue. My immediate neighbor Helheim, who have troops with good defense and protection, as well as shields, if memory serves. They are very good at dealing with missile fire and deal with my infantry rather well, rapidly moving on to the archers. Until I get Flaming Arrows, how do I deal with the heavy amour nations?
As a final note, I look forward to seeing the monkeys throw sticks and stones with Wind Guide and Flaming Arrows! Sure, it is not sensible, but it is such a cool idea!
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One way to deal with them is to cast spells that destroy their armor and hold them in place. Armor of Achilles and later Destruction should help your arrows land more often, and Earth Grip and Later Earth Meld, as well as Tangle Vines, Vine Arrow, Sleep, and Sleep Cloud will pin them down. You might also consider Mind Burning them too, that ignores armor. Bringing Bandar Archers who have long bows will make the battles shorter too.
But, to make the Flaming Arrows/Wind Guide you'd probably have to design a pretender especially for it. It's not a bad idea as they do have the archers to do it, but I think there's better nations for it. However, the spells listed above that help hold the enemy army in one place and destroy their armor is pretty similar and easier to do.