Re: Questions for EA Gondolin Mod
If you wanted to be really hamhanded with the turmoil/luck spells, you could copystats a pan or something to make turmoil more attractive by turmoil-summoning giant eagles(an otherwise-useless cap only commander? You'd want a few maybe for initial expansion, but not good enough when you have the money for a cap-only thug commander). Really, your best bet is just a national summon spell.
Maybe give them a really beefed up Call of the Winds national spell. You could even make the commander of it a unique summon, to prevent spammage.
The better option is just to make Gondolin desperate for gems(as the excellent rdonj mentioned, giving only one type of gem but having uses for all kinds) and give kickass heros.
I'm not understanding why Earendil is planned on being a hero for Gondolin, seeming as he was just a kid when Gondolin fell. If you want an immortal badass, try Glorfindel. He even deserves the awe+10, what with the encounter at the Ford of Rivendell.
There are a fair number of distinctions you can make between the Houses: you have two versions of archers(pure and hybrid), the hammer-and-shield guys, Glorfindel's house gets awe(or better awe, if you give baseline noldor awe+0), the Tree guys get clubs and slings(?) and darkvision 100. Maybe stealth for them, too. Mole guys get two-handed axes and stealth, but low morale(comparatively). Harp has a standard effect, and Fountain gets moonblades for their weapons. It seems distinct enough. Besides, you'll never end up fielding terribly many of your rank-and-file troops
I look forwards to destroying otherwise invincible armies of these guys with Iron Dragons, Fire Drakes and some archdevils. Amusingly, elemental spells would actually be the way to take them down.
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