Game is up one the llamaserver. I chose C'tis as my nation.
I'll add the dwarf mod to the game tomorrow (I just want to make sure that there is no need for last-minute fixes). Themiskyra will be up when it is done.
Quote:
Originally Posted by FAJ
I am gonna have to do some research just to figure out what the heck I am facing here!
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That would be wise. The sudden inclusion of 3 mod nations in a 10 player game might be a bit overwhelming, so I've summed up the nations very briefly here.
Skaven
Skaven has been in many games and is pretty much guarantied balance. It has somewhat weak military and mages, but awesome mid & late game summons. Lots of stealth potential but units are quite fragile. If you face them, you should try to use troops that are expendable (elite troops are a poor choice, due to their poison weapons) but have a lot of attacks. Being also vary of steath attacks shoul also help.
Dwarfs
This is the nations first MP game, so there might be some balance issues. However, my feedback in the thread has mostly been about improving them somehow, so I'm quite confident that they are fine (if they are not, it is adviced to handle like the nation would be Ashdod) . Dwarf military is likely best in the game, but cost a lot of gold and resources. All of their castles also cost 1200gold and take 4 turns to build. It is in essence, a slow nation to get rolling and is likely to play defensively, especially considering the good PD.
They have mages with forgebonus (gee, what a shocker), but only medicore diversity and only really strong magic in earth. Also, their most powerful mages have casting encumberance of 13!, limiting the magic support they can give to their troops. This is not a nation that throws fireballs around in the battlefield. You should note though that they have very heavy artilley unit at enchantent 7, "Anvil of Doom" that can do all sorts of crazy stuff. Be prepared!
If you face dwarfs, you should use shielded chaff troops to negate the effectiveness of their excellent crossbow archers (and ranger throwing axes!) and kill the melee forces with appropiate selection of magic. Anything that does AN/AP damage will do fine (poison, combustion, star fire/stellar cascades, numbness, gifts from heaven, fireball, lightning spells), try to avoid mr-negates effects due to their high mr and drain dominion. Be careful when using thugs or big sized troops against them, since they excellent counter to those in the form of slayers (who are weak to archery, try fire largest to target them since they have some extra hp when compared to other infantry).
Themiskyra
Again, facing it's first MP game, so it is possible that balacne issues may arise. However, this nation has the "advantage" of mostly consisting of slightly altered vanilla troops, making it a lot easier to assess its balance.
Basically, Themiskyra has access to all of the independent amazon units (with some boosts) and some female warriors from several nations (like Valkyries and Shadow Vestals as cap-only troops). Their mages and priests basically consist of the amazon priestesse's and sorceresse's, giving them good magical diversity but laughable power in all of them. However, they have strong national summons for more magic power and SC/thug access.
They'll have good archers and quite solid infantry that trouble dealing damage likely supported by some sacred troops. The key to defeating them would likely lie with abusing their lack of battle magic to the fullest.