Re: What Would be an Ideal Pretender for Niefelheim?
I'm currently in a multiplayer game as EA Big N. and before hand spent a lot of time experimenting with them in SP beforehand. I ended up with an Enchantress with 6N-6E-4W-4S-4B-2A. This gives you 3 reinvigoration and 10% regen. In retrospect, I would rather had at least 2F in there as well. I can't remember scales off hand, but I they were generally positive including 3-order and of course 3-cold.
With that, just 4 Niefel Giants plus the 2-holy priest (Gote?) to bless them are enough to take most indie provinces. Barbarians and Lancers will give you some trouble, so skip around those until you're ready to come at them with more than 4 giants.
Thats your early game, Midgame is where all those paths I picked out for the (sleeping) Enchantress come in.
Here are paths you get from your national spell casters:
Water-
Blood-
Death-
Nature-
Astral- requires some luck
Air- Barely, N. Jarls have a tiny shot at 1 Air
Paths leftover.
Earth-
Fire-Covering this someway or another is vital.
Basically, now is the time to put your N. Jarls to use. My basic kit was 1 sword of quickness, 1 luck amulet, boots of the messenger, and a horror helm. Script bless and Quicken Self and you have an army eating SC capable of beating any PD (especially if you keep in the cold as they get +1 defense for every tick on the cold scale).
BUT, against spell casters (in particular Air and Fire), they are in trouble as spamming fire and lightening attacks can kill them. They are also vulnerable to firebrands, which ignore their defensive prowress and do +50% damage thanks to fire weakness. This is where it become vital to get an air and fire gem income. Crossing your fingers and hoping for Enchantresses isn't going to cut it.
So, modify your own "kit". For example, add that copper armor that gives thunder immunity. Also useful are Winged shoes which give you flight, though you need to make up the revig difference from loosing messenger boots.
Also, look to cast Mother Oak and Gift of Health. Obviously Mother Oak gets you more gems to cast GoH and forge all those Nature items you'll want, while GoH will fix various afflictions and more importantly give your giants an HP boost, which when combined with regen is close to a "win" button. Also, during the mid game you'll want to start forging clams.
For blood hunting, Big N. is a little gimped in this department. They're blood hunters cost 200 gold apiece and using them for that purpose takes them away from research, which N. will already be behind in due to the aforementioned high mage costs.
As for End game, chances are you'll want to start fully outfitting all the Jarls you put into the field and have them start working in groups. Also, MR boosters. Then, start setting up Tartarian factories. In another direction really get the blood economy going to summon the various blood SC. Big N. is well suited to operate under Astral Corruption, as their Jotun Skinshifters can cast Claws of Koktus(sp?) with boosters to keep Horrors away. Also, though I wasn't thinking this when I made the Pretender, your enchantress can also cast this spell, meaning free reign in forging expensive stuff and casting globals.
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