Thread: Fomoria
View Single Post
  #1  
Old October 14th, 2007, 04:41 PM

Lazy_Perfectionist Lazy_Perfectionist is offline
Lieutenant Colonel
 
Join Date: May 2007
Posts: 1,355
Thanks: 0
Thanked 5 Times in 4 Posts
Lazy_Perfectionist is on a distinguished road
Default Fomoria

I'd like to discuss Fomoria. They're an interesting race with some interesting handicaps- and I'm not certain how to use them. The strategy wiki is painfully slow... so I'll start with the basics here. And then see later about adding it to the wiki.

You've got two national sites, The Isle of Balor and Rath Chimbalt. This provides you with a gem income of A3W1D2. You don't have any mages with a reliable water pick, though it will come up. These two sites also allow the recruitment of Troops: Unmarked, Fomorian Giant, Nemedian Warrior
Commander: Fomorian King, Nemedian Champion, Nemedian Sorceress

Your troops are roughly divided into FOUR races.

Fir Bolg: Superior in all ways to human infantry - mr, precision, strength, hitpoints, skill - you pay for it with a small premium of gold and the lack of any helmet. At least you get shields. It is in a size two package if that concerns you. Unlike Neifelheim, you've a good option for smaller troops. Recruitable everywhere. Basic protection 0.

Fomorian: The cursed descendants of the giants, they are often marked by afflictions, and a goats head (two eyes), 30+ hit points. They are size four, so can only be placed one to a square- though can share space with the Fir Bolg. Recruiting the milita, you can expect at least 7 out of every 20 to be afflicted. You need to be especially cautious of battle fright. Basic protection of 5 is quite handy to have. Acceptably expensive. 20 strength, about, but 3 damage spears. Below average precision.

Fomorian Giant: The original giants who are only partially cursed. They are size six, suffer no inherent afflictions, and have only one eye. They're sacred, have good morale, mr, (decent) protection (equip+basic of six), 60 so hit points, high strength. Slightly above average attack and and defense, an extremely high cost. They are both sacred and amphibious, and partially cold resistant. Rare, very expensive, capital only. Below average precision.

Nemedians: Unfortunately capital only, very nice troops that fill a need for affordable elites and mages. Glamour, stealth and darkvision(50) open up some nice new options. They're pretty similar to the Sidhe of Tir na N'og, though the national death mages make it easier to take advantage of darkness. Very nice, no real flaw other than scarcity.

National Summons
Black Dog- Dark power(2), Darkvision(100), stealthy, animal, mundane leadership required. Best of all, you get 20 for a mere 10 gems.
Size 2, HP 14, Prot 4, Morale 13, MR 13, Enc 2, Strength 13, Attack 12, Def 9, Mov 3/24.
Cheap enough to be useful replacing your missing cavalry for harrying routed troops, they become a force to be reckoned with when darkness comes into play. They're not the most powerful unit- but great for their cost. Who needs skeletons? They only have a bite for an attack. Conjuration 2

Barghest- A sizable upgrade to the black dog. Size 3, 28 HP, Prot 6, Mor 14, MR15, Str 16, At. 13, Def 10. Sacred, Dark Power(3), Stealthy, Darkvision(100). This time the bite is replaced with a venomous bite (weak poison). Costs 13 gems for nine. Conjuration 4.

Morrigan- It's worth noting that they are NOT leaders.
Special abilities: Sacred, Fear(0), CR(100), PR(100), Undead, NNE, Flying, Steatlhy, Glamour.
Size 2, Hitpoints 17, Base Prot 7, body 15, morale 30, mr 16, enc 0, str13, base att 15(current 18), base def 15 (current 20), precision 15, move 3/12. Conjuration 6, four death gems.
Spear of the Morrigans: Damage 6, partial life drain, attack 3, defense 2, length 4, considered magic, decay.
Lightweight Scale Mail: Prot 10, Def 0, Enc 1.
Shield: Prot 15, def -1, parry 4, enc 1.

Dance of the Morrigans: level 8 battlefield conjuration. Untried yet.

Mages:
Fomorian Druid- A1H1?1 (AWED) your only mage recuitable everywhere, this is reason enough not to invest in a magic scale. A rather disappointing unit. There are only two reasons (that I can think of) you'd want to use these instead of any available independent mages with better magic picks. (Shamans don't count since they've only got one, plus a 10%).
1). 30 hitpoints means spells like Bone Grinding or earthquake are of little concern, along with assassins and many typical threats to mages.
2). You can reliably cast storm and forge the staff of storm with your Fomorian Kings. Summon Storm Power is nearly a requirement- unless you have something else to do with their random pick. It's often difficult to find independent air mages- this way, you have a bunch of A2/A3 mages- and that's not counting any gems you throw their way.

It's disappointing, but that's your only mage available everywhere, requiring a temple, lab, fortress, and 150 gold. For two picks.

Your capital only mages, on the other hand, are better units.

Fomorian King (A3,D2,H2, ?1 -> AWD 110%)

Nemedian Champion (A1,D1,H1)
Nemedian Sorceress (A2,D2,?1 -> AWDN 100%)

Castles (Partial):
Capital - Fortified City
Forest - Forest Ramparts
Mountain - Hillfort
Farmland - Fortified City
Wasteland - Ramparts
Deep Sea - None

Province Defense:
#? Fir Bolg Slingers
#? Fir Bolg Warriors
#? Fomorian Militia
1 Fomorian Champion
1 Fir Bolg Champion
Reply With Quote