Thread: The New Jomon?
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Old May 24th, 2010, 08:39 PM

chrispedersen chrispedersen is offline
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Default Re: The New Jomon?

My comments on LA-Jomon.

Turmoil-3 Prod 3 Heat 3, Death 3, Luck 3, Magic 3
Awake Wyrm, E6 Dom 4.

Like a turtle returning to the sea - head for the water, asap.
Heat(3) because your income (etc) will almost be unaffected by the heat scale from your water provinces.

As jomon, you are going to have small numbers of expensive units, and lots of forts. Decreasing supplies (heat, death) make siegeing painful your opponents. Additionally you have a lot of summons which provide supply bonuses. You have no old mages, which is a plus.


If used with care, attacking high dominion provinces, your wyrm with a 16 regen and a 17 prot can solo most provinces by himself. Which is good. Cuz your land troops suck. Personally, I view Cav as the only worthwhile unit - tho hard to mass.

The earth-6 is good for conjuration as well. The awake pretender is critical for getting jomon's expansion going. This build has a little too few $$ for my tastes - and the Jomon hero's are nothing to write home about.

You're counting on necromancer luck events to get you access to death - so land provinces are necessary.

Build your O- mages both at least through turn 10, to minimize the chance of bad events.

Consider building your other mainline mage and prophetizing him, in order to benefit from the fivefold path spells. Helpful if he has nature path. Having an o mage build a crystal matrix, so your prophet can benefit a communion with skillful path is useful. Consider it, but don't do it if you're close to water.


You can also try a Dom-9 Death 4 pretender, which is *much* more fragile, but gives you a leg up on end game.

The kuijin (?) summons is well worth the 18 gems. I like the shrimp warriors over shark warriors- and crabs generals make amusing thugs.

You need to get in water asap - and then build a fort, lab, and temple in water as fast as you can.

To this end, conquer the water province with your pretender. Turn1:Start a fort, build a cmd.
Turn2:Build another cmdr, have 1rst commander continue fort. Pretender builds lab.(why you need some path on the pretender)
Turn3: Prophetize 2nd cmdr. Pretender goes off conquering.
Turn4: 2nd Commander builds temple.
Turn5: Start building your mages - and start looking for free forts.

Ruyko's are OK.. but way too expensive to get more than 1-2.

If LA-Ryleh is in the game.. you're going to need higher dominion (and a lotta luck).
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