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January 29th, 2006, 12:39 AM
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Lieutenant General
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Join Date: Mar 2004
Location: Albuquerque New Mexico
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Re: The Winnowing (Noob Game) - open
Quote:
archaeolept said:
you can't go by the Artifacts game - that had special reasons for ulm's success.
ulm is very weak. I'd recommend against them. try vanheim if they haven't been taken, and either go for a bless strat, or hvy inf followed later by your wonderful dwarves casting blade wind
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Not to mention that Ulm having an early lead in that game doesn't necessarily mean much - it's mid to late game that Ulm really starts to suffer in.
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Wormwood and wine, and the bitter taste of ashes.
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January 29th, 2006, 12:40 AM
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Private
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Re: The Winnowing
I'd also like to sign up, playing marignon, so far only one badly played mp game under my belt.
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January 29th, 2006, 01:53 AM
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Lieutenant General
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Join Date: Dec 2003
Location: Alaska
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Re: The Winnowing (Noob Game) - open
Quote:
Cainehill said:
Quote:
archaeolept said:
you can't go by the Artifacts game - that had special reasons for ulm's success.
ulm is very weak. I'd recommend against them. try vanheim if they haven't been taken, and either go for a bless strat, or hvy inf followed later by your wonderful dwarves casting blade wind
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Not to mention that Ulm having an early lead in that game doesn't necessarily mean much - it's mid to late game that Ulm really starts to suffer in.
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Not when they have access to tons of indy mages...
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January 29th, 2006, 01:54 AM
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Corporal
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Re: The Winnowing
With 11 or 12 in the game already (depending on whether TheWatcher plays) I'd say we might want to move to a slightly bigger map - The Desert Eye, maybe. Or Inland. (Going just with the maps that came with the game).
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January 29th, 2006, 04:16 AM
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Second Lieutenant
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Re: The Winnowing
Ya right now I have acess to a buttload of indy mages and am doing quite well. But I'll take Valhiem.
Edit: Why do they suffer mid to late game? If you take a fairly competent rainbow mage, and even access to one or two different indy mages, you can summon where you are missing..and once you do most paths have access to summoned mages. Once your pretender has summoned the first one, they can start summoning in additonal mages for that path. And as ulm you can pretty much forge everything in the game with the right pretender, so you can increase +2-+3 in every path for every mage both indy and summoned.
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January 29th, 2006, 04:21 AM
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Second Lieutenant
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Join Date: Jan 2004
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Re: The Winnowing
Ok when do we start? once everyone has picked a race?
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January 29th, 2006, 04:37 AM
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Major
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Join Date: Aug 2004
Location: Salt Lake City
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Re: The Winnowing
I think you'll do well with Vanheim. Just be sure to decide whether or not you want to go vans... they are freeking expensive and you want a good bless (fire, nature, or water)
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January 29th, 2006, 09:41 AM
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Private
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Re: The Winnowing
Quote:
Tom_Scudder said:
With 11 or 12 in the game already (depending on whether TheWatcher plays) I'd say we might want to move to a slightly bigger map - The Desert Eye, maybe. Or Inland. (Going just with the maps that came with the game).
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I think that this is a valid point. What do people with more experience on the game think?
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January 29th, 2006, 02:02 PM
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Colonel
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Re: The Winnowing
i would lean towards the desert eye because iirc it comes with the demo so hopefully is more well known
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January 29th, 2006, 02:52 PM
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Lieutenant General
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Join Date: Feb 2004
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Re: The Winnowing
i think inland is a good map for that many players - just set up some victory conditions so that the late game doesn't get too hairy
I like desert eye, but it does have numerous bad starting positions... Inland its hard to go too far wrong.
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