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FrankTrollman said:
That test doesn't really show anything, since Chariots are part of a larger strategy. A single trample effect causes small amounts of damage to everything trampled, so it ends glamor effects. That means that the big scary "they all have glamor!" is over and they are no longer effectively immune to swords or bows.
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. Other stuff is generally not available until level 4/5 research, which is well along, and the magic requires a good supply of potent casters, which is also hard to come by.
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You and I are looking at different spell lists.
Evocation 2:
Fire Blast
Sulphur Haze
Flare
Cold Blast
Shockwave
Alteration 2:
Earthmeld
Construction 2:
Ice Pebble Staff
Doom Glaive
Thaumaturgy 1:
Dessication
Frighten
Blood 2:
Blood Burst
Agony
All of these spells ignore Glamor. And Defense. The Helhirding is just a man against any of that. A man who costs 75 gold.
Sure, when you get up to Evocation 6 you get stuff like Magma Eruption that blows huge holes in the Vanir line at minimal cost, but even with just level 2 Research levels there's stuff you can do.
And if people are throwing around 40 Vanir, you'll have some crazy battle magic. Remember that larger units favor the side being trampled over the side trampling, because tramplers end up in the middle of the squad.
But larger armies also don't support the cause of the "Helheim is broken!" peoples, because Helheim can't produce large groups of their major units before the magical counters start coming in fast and hard.
-Frank
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That seem really more theory than practice : producing 3-5 Vans/turn the *heims can field 40 vans or HH from turn 10 or so, so really very few magic has been researched by anyone. Maybe one path to 3 and another to 1, 2 at best..
Then you have tramplers, that kills mirror images, and the Vans "are no longer effectively immune to swords or bows". But you still have to find something able to overcome 24 def (swords), and a way to protect your archers from 39-speed charges. What can hit 24-def units and is available turn 10-15 ? Nothing...
Even then you're talking of "Vanir lines". But Vans don't line up, usually I use 6-Vans groups quite largely spread out, using map borders, with groups set to attack archers and rear. With their amazing speed, they are quite rarely, if ever, grouped, and will just avoid a good part of enemmy army before wreaking havoc on the rear. Big AoE Evocs, even if available will usually kill more friendlies than Vanir in such a configuration.
Lastly noone in the "non-overpowered" side ever mentioned AFAIK that Vanheim *has* magic, and potent one ! Van-leaders all can banish skellspam easily, and as soona s they hit Evo-2 Shockwave is awfully effective with Vanjarls, and I don't even mention the obvious LB, then OL and TS !