.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

Raging Tiger- Save $9.00
winSPMBT: Main Battle Tank- Save $6.00

   







Go Back   .com.unity Forums > Illwinter Game Design > Dominions 3: The Awakening

 
 
Thread Tools Display Modes
Prev Previous Post   Next Post Next
  #1  
Old September 9th, 2007, 06:27 PM

Shovah32 Shovah32 is offline
Brigadier General
 
Join Date: Oct 2006
Location: Northern Ireland
Posts: 1,923
Thanks: 2
Thanked 5 Times in 5 Posts
Shovah32 is on a distinguished road
Default EA/MA Ermor Late-Game Advice?

Ok I'm stumped with how to use both of these nations in the lategame.
EA Ermor has powerful troops, particularly against many of the conventional armies of its age(not including sacreds)with the legionaires who can handle the generally dominant missile fire of the age(principes are great all-rounders) but falter a little in the late-game and the equites who are also nice but fall out of favour quickly.
You can take a bless with them but the sacreds are fairly expensive and, due to being capitol only, don't have much late game potential. The augur elders, recruitable at every fort, can spam various powerful evocations but, although dangerous, have trouble winning battles alone - particularly with their lack of 1 very high level path.
Their lack of very high death magic also limits them.

MA Ermor has fairly effective troops, although they often falter against the more powerful troops of the age. They have powerful and cheap sacreds(who are about to get a lovely nerf) but they are capitol only and limited by your dominion level and they are also weak to many undead counters+they are routable.
The grand thaumaturgs are not particularly powerful in any of their avaliable paths and apart from the precision boost the air random is next to useless. The grand thaumaturgs are also capitol only, severely limiting their use later on. The very poor magic diversity of ermor - maximum 3 in astral and death and maximum 1 in water and air - excluding 10% randoms which rarely match up - also severely limits them yet without a bless pretender(who can't really help diversify) their armies are rather poor - particularly early on.
The regular thaumaturgs can cast nether bolt/darts and, while fairly powerful, it is not terribly difficult for enemies to greatly reduce the effectiveness of the nether spells by the time they are avaliable - antimagic or army of lead on decent MR troops or extra MR gear on SCs.

Any advice both on builds and late game play for these nations?
Reply With Quote
 

Bookmarks

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 07:19 PM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2024, Shrapnel Games, Inc. - All Rights Reserved.