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August 17th, 2004, 06:17 AM
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Major General
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Join Date: Jan 2004
Location: twilight zone
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Re: Battling Ermoria
Quote:
jarenko said:
And man, those ethereal units. How to crack an egg like that? Especially as a physical nation like Ulm?
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Forge lots of magic weapons. No nation forges better than Ulm. Now you know why. They need it. [img]/threads/images/Graemlins/ooo.gif[/img]
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August 17th, 2004, 06:41 AM
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Sergeant
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Join Date: Jun 2004
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Re: Battling Ermoria
A Black lord makes a "moderate" combatant with jade armour charcoal shield plus flaming sword. Maybe reinvigoration belt or some other fatigue relief, lucky pendant or MR item, a hat (expensive).
As Ulm you can get the basic for 130 gold & 12 gems using smiths with hammers. The armour needs the pretender or an indep or forge of the ancients, which Ermor canot easily dispel. Forge of the Ancients makes the gem cost 5 too.
They are not all powerful but they are cheap enough to spam.
Pickles
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August 17th, 2004, 07:29 AM
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Lieutenant Colonel
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Join Date: Jul 2004
Location: Israel
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Re: Battling Ermoria
The different kinds of crap are actually quite different, as said before, soulless aren't [censored], they are lower than [censored], they are what little micro organizms [censored] when they eat [censored].
On the other hand, you have the longdeads which are just ordinary [censored] (hence, much better than soulless), and if you take an arch-bishop (AE) and reanimate longdead horsemen, they are quite good.
They are easy to mass (~5-7 a turn in a good dominion), they are big and (relatively) strong units, but you can't kill them by massing troops on them because they come in huge numbers.
Also, using indies for research is not recommended imo because it keeps draining your funds, which are tiny anyway...
Your bucks are better spent on (cheap) castles protecting temples.
The best province you can get is one with a gold-producing mine, if you get one, castle and temple it for freespawn masses of protection (and if that province is deep in your territory, you can use them in the front lines).
Just my take on AE - Arch-Bishops are your friends.
They mass units easily, are great Undead leaders and are vital for your army's survival (increasing MR through blessings to avoid unwanted anti-Undead spells).
Also, if you want a strong elite mass (much smaller mass though) you can prophetize one and he can reanimate Lictors (even though it says something else, Ghouls IIRC).
One other awesome (yet super cheasy) tactic to take light fortifications is to take your huge mass of Longdead Horsemen and put it all on one Arch-Bishop:
What you do is you take a whole lot (the max his leadership allowes), give him only 1 horseman, put that horseman in the front and then put all the other horsemen (again, to the top of his leadership) in the 1 horseman stack.
Because they are so big (size 3 iirc) and in the front outside the lines of ordinary battle placement and in such a huge stack, they tend to start the battle INSIDE the enemy fortification.
The ones with wide walls and trenches are probably more "immune" to this "cheese" but its a nice tactic to pull against and AI (in MP - now that's just LAME).
Did anyone understand everything?
__________________
I'm in the IDF. (So any new reply by me is a very rare event.)
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August 17th, 2004, 07:52 AM
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Second Lieutenant
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Join Date: Jun 2004
Location: Lakewood, CO
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Re: Battling Ermoria
Quote:
Agrajag said:
Also, if you want a strong elite mass (much smaller mass though) you can prophetize one and he can reanimate Lictors (even though it says something else, Ghouls IIRC).
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It says wight. A lictor isn't really that different from a wight, they have similar abilities and statistics, but you can get extra lictors with the Black Laurel item.
Quote:
in the front outside the lines of ordinary battle placement and in such a huge stack, they tend to start the battle INSIDE the enemy fortification.
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Wow, that's got to be considered a bug. In MP I would consider this cheating.
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August 17th, 2004, 08:57 AM
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Major
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Join Date: May 2003
Location: Solomon Islands
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Re: Battling Ermoria
Yeah, thanks for the advice. I'd figured out the 1 PD thing.
Also, I discovered that Ermorian priests can't preach but can reanimate. Any idea of the mechanics behind reanimate?
And oh yeah, thanks for reminding me about pillaging. I completely forgot about that.
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August 17th, 2004, 09:43 AM
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Sergeant
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Join Date: Nov 2003
Location: Berlin
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Re: Battling Ermoria
For the reanimation mechanics, check your manual. There's some tables what level of unholy priest reanimates how much stuff.
And don't tell us you bought the game second-hand and it came without the manual. 
__________________
Shut your mouth, it could open your mind! - from Skyclad's On With Their Heads!
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August 18th, 2004, 08:41 PM
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Major
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Join Date: May 2003
Location: Solomon Islands
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Re: Battling Ermoria
Quote:
Karacan said:
For the reanimation mechanics, check your manual. There's some tables what level of unholy priest reanimates how much stuff.
And don't tell us you bought the game second-hand and it came without the manual.
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Heh. Got the manual, but left it at home in Malaysia while I'm in the Solomon Islands. I had to call my mom internationally to get the CD key too.
One other thing I noticed: it is definitely better to attack province you have dominion in since you only get freespawns. Every turn that a province under your dominion that is not under your control is a turn that you lose out on freespawns.
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August 17th, 2004, 07:45 AM
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Second Lieutenant
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Join Date: Jun 2004
Location: Lakewood, CO
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Re: Battling Ermoria
More thoughts on ermor:
Dominion 10 is IMO unnecessary. If you are trying to push your dominion, you are just naturally going to build enough temples to boost it. And you don't have infinite points, you just have a whole lot. You can spend your points better.
You don't have to do dominion-push to play Ermor. Without preaching, it's hard to "aim" your hostile dominion. If you push too much, you will probably end up annoying everyone around you, and then they'll all kill you. Especially with AE, which is not dependent on immortal units, you can easily advance out ahead of your dominion like everyone else, then plant temples in captured territory.
In reality the only thing your dominion does for you economically is generate freespawns. But the thing about the freespawn horde is that it tends to get blown up entirely or not at all. So you don't need to fight in friendly dominion to replace your losses.
Soul Gate only gets dispossessed spirits without a fort/temple, and only if there is still population alive in the province. Ashen Empire only gets soulless and plain longdead. In general, AE troops seem to be even more numerous than SG troops, although both of them come in bushels. AE units are larger and take up more space on the battlefield.
For SG, upgrading to a proper armored temple gives you ghosts, apparitions, and spectral soldiers. Ghosts and apparitions are genuine good units by any standard. Spectral soldiers rarely do any damage, but some of them cause fear and all of them are ethereal, making them effective at obstructing the enemy army. For AE, you upgrade your longdead and soulless to the warrior variant, and get longdead horsemen and/or knights of the sepulchre. These are also good units by any standard.
I almost never buy an independent mage. The upkeep (and even the initial cost, plus the cost of setting up a lab) will eat you alive. Er. Not alive. The only time I will buy an independent mage is if it has a particular path combination that does something I need, which can't be done conveniently otherwise. Buying sages/witches for research is not real good, IMO. Summon spectres and make skull mentors/lightless lanterns instead. Don't buy too many Dusk Elders, they are much better mages than Spectators/Spectres, but much worse researchers. You need to get the right balance.
As Ulm, use Blade Wind. Blade Wind is especially destructive to Soul Gate troops, which haven't any protection. Wrathful Skies/Orb Lightning work, but actually less effective against Ermor, because the armor negating and stun effects are wasted. The occasional fire spell such as Holy Pyre is also effective. Everyone that doesn't have earth, air, or fire magic should use priests. None of these will help you vs. Ermorian SCs. But they will all help a great deal vs. the regular troops.
Ermor is likely to bring assorted bad weather to battle. Their mages are also likely to cast spells that hurt your troops but not theirs, especially those that can be cast with death magic. Rigor Mortis, Terror, Foul Vapors (which only the pretender is likely to cast since it's not death), etc. etc. There are also plenty of spells that are more (or only) effective against undead. Learning these spells on both sides of the battle is key.
The purpose of Ermorian PD is to provide a leader for the random units that pile up. It's useless on its own. Ermor doesn't really need to defend its territory, anyway. Most likely a large portion of your territory won't do anything useful at all. Only the territory with >1 site, or a really good site, is even worth paying attention to, economically. Ermor has some problems in magically rich games, which give it more to defend, and also erode its natural gem advantage.
Undead units left without undead leaders will either dissolve or rout. They are like magical beings left without magical leaders. In both cases the determining factor seems to be whether the unit is lifeless or not. If lifeless it will dissolve, otherwise it will rout.
Ermor is not real good at defending castles because so many of the units are mindless. Once you've captured an Ermorian castle you have a real decision to make on whether to keep it, or blow it up. Ermorian castles have quality defense, but no admin or supply value at all.
Don't try to fight Ermor by cutting them up with your swords. There are just too many of them.
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