Re: Urdheim, The Infinite Horde
Ok, so I've been playing this nation more than I've played any other additional nation (barring replacement mods). I like it a lot. Just some random thoughts on how they mesh with MY way of playing.
Dracolich rocks, expensive but an immortal awake size 6 god is nice. I generally go with a rainbow for late game magic, but all my test games have been early-mid so far.
I generally try for order 2/3, sloth 2, heat 3, death 0-3, luck 2-3. Then either go dom 9 for awe or dom 5 and more magic.
Rarely buy more rangers, too expensive unless a nearby enemy capital. I've found the pillage and patrol bonus to be pretty useless, but beyond that a great unit. What would be the cost discount if pillage and patrol bonuses were removed?
I generally find myself recruiting medium infantry and skirmishers almost exclusively. Never the pillage or miner troops with a rare plain kobold. Never build the little flamethrowers.
If I've got a chunk of money I will buy the flying commander and 25 or so of the flying/heat units for a strike force...very effective but very expensive.
I try to buy a summoner or 2 early to get started on 1-2 ash wyverns per turn. Every so often get a nice non-magic leader airforce support. Never have taken a summoner into battle.
Blesseds are a pain. I've just had terrible luck getting both a 2N and a 2W out of them. Luckily its pretty cheap 3 research so it works out if I have a sorceror or 2 to beef up initial research. Haven't made it to many significant mid games so haven't tested out the battlemage aspect that much yet.
Earth ascendant - haven't used much
Fire ascendant - great for flying strikeforce, haven't thugged much/at all. The magic seems to work well and the low level %chance to cast summons is real nice. Haven't tried bulking at all since they're pretty expensive but nice.
Warchief is nice, with the summons being light infantry I havent seen a huge impact. I wouldn't increase it, but wouldn't decrease either.
I generally just mass a force of 80 or so med infantry/skirmishers. Split em evenly into 2 groups, set a bit ahead of the commander, no orders and let em go. Usually does well, occasionally have morale problems (lots of routs to pick up after). Generally works vs indy's, cavalry and tramplers do big damage.
I've got a few games going, but i'm going to scrap them and hit some bigger maps with more enemies to try to get and stay in the midgame for a bit. liking it so far.
So, what't the point of the arcane dragonstone?
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