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  #1  
Old May 3rd, 2007, 04:07 PM
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Default Re: The new units

That's thematic and cool Enough trolling these boards though, time to play!
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Old May 3rd, 2007, 04:27 PM
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Default Re: The new units

Tuatha Warrior
I can see these guys really benefit from a strong air bless. You don't want that all that nice glamour shot away by some puny slingers when you advance to total battlefield ownage. Golden Spears anyone?
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Old May 3rd, 2007, 04:30 PM
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Default Re: The new units

The game I am playing right now is a small map with air9/water 9 bless. I will let you know how it turns out
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Old May 3rd, 2007, 04:31 PM
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Default Re: The new units

Great! Looking forward to it.
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Old May 3rd, 2007, 04:39 PM
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Default Re: The new units

A pretty obvious thing noted:
All units (even the milita) have extremely high MR (13). Meaning that you could either take a high magic scale +3 or a low -3, to boost your units or your mages accordingly.
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Old May 3rd, 2007, 06:03 PM
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Default Re: The new units

Quote:
Dedas said:
Great! Looking forward to it.
Here is how the game went.

The air shield is a huge help against missile units. I am not sure that this is the best bless for these guys, but as expected, the bless made them fairly immune to archers.

The assassin Sidhes are hardcore. I made one my prophet and she pwnd phace most the game until she came across a Mictlan commander that summoned imps.

I hadn't played glamour nations in a long time, so it was fun raiding behind enemy lines. A strategy I had not been able to use since what seemed like forever ago. Stealth preaching with glamour units is fun too

The firbolg units are fairly hearty and one of my Bean Sidhes ended up becoming my elemental site hunter.

One thing not mentioned in the thread comparing these units to merman mages is the fact that the sidhe have very long lifespans and no chance of old age even with picks like 4 air etc.

In retrospect, the air 9 is an excessive bless I think. You can go lower air and still have good results vs archers I believe.

Watch your scales, I went with sloth 2 and I had difficulty recruiting the high resource sidhe units.
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Old May 4th, 2007, 01:30 AM

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Default Re: The new units

I had good luck with a F4W9N4 bless, pretty much recruited straight sacreds and sidhe...with slingers using leftover resources.

Only played a sample game for like 30 turns, but they mowed through pretty much everything. Did not run up against archer heavy armies but with the few archers I did see a much higher rate of glamour being removed. Good survival at hold/closest to grab a blessing.

Pretty much decimated a mighty AI Niefelheim with very few losses. Had 4 or 5 armies of ~20-30 mixed sacreds/sidhe led by the first priest.

Not quite sure on the formula for str vs. sieging, but my little guys had a very tough time cracking the giant's castle. Str 9 i believe?

Didn't get Lugh on this game, but did get him in a mini-map test, looks great.

The standard fire/water bless works good, i think you might even do well with just a fire/nature as the glamour covers some of the defense you'd get. I think an A4/N4 added to either F9, W9, or S9 would be great. They already have a pretty good attack/defense/MR, and the S9 might work well for maintaining glamour. Blood might not hurt either with the low str. heck, they'd probably do well with just a rainbow bless of 4's. Going to test more
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Old May 4th, 2007, 04:43 PM

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Default Re: The new units

I'm having tons of fun with E9- it does a good job of protecting them against archery, since they're much less likely to get damaged. E9N4F4W4 makes them pretty tough nuts to crack! Pretender chassis pick for that bless was annoying, I ended up getting my best shot with Great Enchantress... which I'd hate to do in MP, the S2 she ended up with would make her quite vulnerable.

I got Order 1 seeing the high resource costs, but Order 0 probably would've been enough; I always hit cash or occasionally holy limits first.

Tuatha are Str 13 (and Sidhe 12), but Air magic means you've got plenty of ways to break sieges.
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