Re: Fomoria
Thanks, all. I'm not totally happy with the formatting, but I'm also too lazy to go back and re-edit everything. It looks great in vi. :/
I happened to catch Micah on the IRC channel yesterday, and he mentioned a few more things:
- he never used druids in combat; only for research and forging. So, perhaps all the stuff with bows only works well in SP?
Basically, he said since you have Kings, don't waste
gems on druids. I've had good results with druids and bows in SP, but everything works in SP.
- he wouldn't cast quickness on a thug king, because of fatigue concerns.
- he doesn't use storm, because of its negative effects on precision.
- he suggested building one Nemedian Champion early on (before you have the gold to be making kings every turn).
Keep the champion in reserve so that you have someone to lead your Nemedian Warriors.
- The Nemedian Warriors work well for a one-two capitol fort capture: on the first turn, surprise attack the fort with the stealthy nemedians, to kill the province defense. On the subsequent turn, bring in the main army (kings set on thunderstrike with a wall of unmarked). This way, you avoid fighting the enemy's mages and PD together, which will cause your mages to thunderstrike his PD. I suppose all of this assumes some cooperation on the part of the opponent: that he has his capitol mages set on retreat, until he sees your army coming, and then sets them up to attack.
- Fomorian Militia are a good unit to build right before being sieged: you can crank out a ton of them quickly, and they'll rebuild the fort and delay the siege.
- Fomorian Javelinist is pretty good, if you don't have the cash for Formorian Warrior
- the real power is at evo-4: thunderstrike. It might be so good that you should just rush to evo-4 first.
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