Re: Tophats - The Gentleman's Game (Full. Organizing)
Just 3 more prentenders to go. As I promised a while back, here is a short description of the mod nations in play, so that no gentleman is struck by suprise by their odd tricks.
BRETONNIA
Bretonnia is a feudal nation, full of knights and noblemen of most fitting stature. Should one encounter in the game, they should be prepared to deal with absolutely devastating heavy cavalry (most likely best in the game), with custom hoof attacks and lances that allow for strenght in their damage. This cavalry is often supported by peasant infantry, which is cheap but lacking in equipment and morale.
Bretonnian commanders are quite high in quality. They have recruitable knight commander thugs who can "muster" (summon allies-command) some infantry. Thy have only two mages/priests, Grail Damsel & Grail Maidens. Damsels are absolutely magnicifient with strong W/N/A magic. However their cheapest mage (Maidens) costs 220gp is not really that great of a researcher. Also, Bretonnia is a very superstitious nation and labratories cost 800 gold for them, these handicaps often make Breton last in the research race.
It also very important to note that Bretonnia has access to heroic knights who can deal 3x damage to larger beings. Grail Hero is a recruitable size 4 flying commander with this ability and they can summon Questing Knights (size 3) with the same heroic qualities. Protect your high size SC's/thugs well!
Bretonnia has some national spells that are custom farsummons. Although somewhat expensive, these spells are quite powerful and any opponent of Bretonnia should be prepared against them. Also note that all Grail Knights are magic beings and are thus vulnerable to all counters that come with that status, like Opposition, Control, Arcane Bolt, etc...
NEHEKHARA
Nehekhara is a undead nation, but not like ermor. They need to pay gold for their troops. Their infantry is solid and becomes great when supported by their national undead boosting spells. They have great magic resistance, so banishment is not recommended without some penetration boosters.
They have solid battlefield magic with E and F access and you should prepared for some hefty "Sulphur Haze" spam. They also have some quite nice late-game summons.
OGRES
Ogres have good, although expensive troops. They really shine in the early game, but their mages are lacking and need to use their national summons to diversify. They also specialize in ranged weapons (Scrap Launchers) that can absolutely devastate "chaff troops", sort of like the spell Blade Wind.
They also have thuggable commanders and nice national buffing spells.
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