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November 15th, 2007, 07:24 PM
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General
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Join Date: Jul 2004
Location: Portland, ME (USA)
Posts: 3,241
Thanks: 31
Thanked 65 Times in 18 Posts
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Re: pretender magic paths advice/midgard strat tal
Aezeal:
If you are getting ready for the Epotara game, be sure to take advantage of sailing. The ocean on the map is built for sailing, and I placed 3 sailing nations (Midgard, Marignon, and Atlantis) all near each other in the late era scenario.
Pasha
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November 16th, 2007, 07:50 PM
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Lieutenant General
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Join Date: Sep 2007
Posts: 2,691
Thanks: 5
Thanked 39 Times in 31 Posts
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Re: pretender magic paths advice/midgard strat tal
hehe first chance I get I'll take the water provinces themselves though
__________________
Want a blend of fantasy and sci-fi? Try the total conversion Dominions 3000 mod with a new and fully modded solar system map.
Dragons wanted? Try the Dragons, Magic Incarnate nation.
New and different undead nation? Try Souls of Shiar. Including new powerfull holy magic.
In for a whole new sort of game? Then try my scenario map Gang Wars.
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March 4th, 2008, 02:48 PM
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Lieutenant General
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Join Date: Sep 2007
Posts: 2,691
Thanks: 5
Thanked 39 Times in 31 Posts
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Re: pretender magic paths advice/midgard strat tal
Ok is there anything usefull midgard can summon.. When I'm looking I can't really find any reason to go into conjuration but I would love to know if I'm mistaken
I'd also like new advice on which 5-10 research points you'd make first and why...
__________________
Want a blend of fantasy and sci-fi? Try the total conversion Dominions 3000 mod with a new and fully modded solar system map.
Dragons wanted? Try the Dragons, Magic Incarnate nation.
New and different undead nation? Try Souls of Shiar. Including new powerfull holy magic.
In for a whole new sort of game? Then try my scenario map Gang Wars.
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March 4th, 2008, 02:58 PM
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Sergeant
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Join Date: Apr 2007
Location: Texas/Ohio
Posts: 363
Thanks: 11
Thanked 72 Times in 21 Posts
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Re: pretender magic paths advice/midgard strat tal
Well, Air Queens obviously, and earth troll kings. Also, summon storm power is incredibly useful for spamming thunder strike.
As for research priorities, one of my tricks for Midgard is to rush to research const-2 first, which let you build a bunch of research quills to get a boost in the early turns. Next in line is either evocation (for thunderstrike, mists, and storm). Of course, thau-2 will help you get an early jump on your air income with Auspex.
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March 4th, 2008, 03:39 PM
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Lieutenant General
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Join Date: Sep 2007
Posts: 2,691
Thanks: 5
Thanked 39 Times in 31 Posts
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Re: pretender magic paths advice/midgard strat tal
Thanks that is good advice.
Summon storm power + storm seems a bit.. expensive .. wouldn't getting the staffs be the better way? (const-6 woudl have to wait a bit for me though)
For my astral mages I'm thinking Thau -2 woudl be nice anyway though
__________________
Want a blend of fantasy and sci-fi? Try the total conversion Dominions 3000 mod with a new and fully modded solar system map.
Dragons wanted? Try the Dragons, Magic Incarnate nation.
New and different undead nation? Try Souls of Shiar. Including new powerfull holy magic.
In for a whole new sort of game? Then try my scenario map Gang Wars.
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March 4th, 2008, 04:26 PM
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Sergeant
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Join Date: Apr 2007
Location: Texas/Ohio
Posts: 363
Thanks: 11
Thanked 72 Times in 21 Posts
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Re: pretender magic paths advice/midgard strat tal
If you're up against tramplers definitely rush Thau-4 for paralyze. As for the expense of casting storm, you are partially correct. Not only do you need the gems every battle, but it pretty much removes a mage from being able to cast thunderstrike multiple times. However Storm staffs are 25 air gems (though you can certainly use hammers to reduce that) and const-6. Spending the one or two air gems per battle won't be a biggie, especially if you started to site search early. If you're willing to spend just a few more air gems you can effectively quadruple your artillery (as only 1 in 4 of your air mages will have A3 off the bat).
Also, I forget what path Aim is under, but its very useful, especially if you're trying to neutralize somebodies archers with storm and mists.
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March 4th, 2008, 07:17 PM
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Lieutenant General
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Join Date: Sep 2007
Posts: 2,691
Thanks: 5
Thanked 39 Times in 31 Posts
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Re: pretender magic paths advice/midgard strat tal
Are the lower level thau spells not effective enough for mammoths and the like?
__________________
Want a blend of fantasy and sci-fi? Try the total conversion Dominions 3000 mod with a new and fully modded solar system map.
Dragons wanted? Try the Dragons, Magic Incarnate nation.
New and different undead nation? Try Souls of Shiar. Including new powerfull holy magic.
In for a whole new sort of game? Then try my scenario map Gang Wars.
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