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June 1st, 2008, 07:40 PM
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Corporal
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Join Date: Dec 2004
Posts: 138
Thanks: 1
Thanked 1 Time in 1 Post
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Re: The New Hinnom Nation
Somewhat off the thread's topic, but I could never see the reasoning behind a chariot(size4) being able to trample a horse(size3)... but I don't have a chariot to try it.
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June 1st, 2008, 11:33 PM
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General
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Join Date: Sep 2004
Location: Irving, TX
Posts: 3,207
Thanks: 54
Thanked 60 Times in 35 Posts
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Re: The New Hinnom Nation
I posted about this in another thread, but I had a bunch of the pop eating units sieging an enemy castle. They were eating about 500 people a turn, so when I finally took the castle, I only had a few old, skinny unappetizing peasants left.
__________________
Be forewarned, anything I post is probably either 1) Sophomoric humor, 2) Satire, 3) A gross exaggeration of the power I currently possess, 4) An outright lie, or 5) Drunken ramblings.
I occasionally post something useful.
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June 2nd, 2008, 01:48 AM
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National Security Advisor
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Join Date: Oct 2003
Location: Helsinki, Finland
Posts: 5,425
Thanks: 174
Thanked 695 Times in 267 Posts
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Re: The New Hinnom Nation
Hinnom needs a lot more positive scales to work than many of the others. Production is practically required if you intend to use many of the troops at all. Growth is required or you will starve (and you likely will anyway). Order is required or you can't afford anything. Magic is good for research or you'll be recruiting indie mages right left and center to stay in the research game. Drain will kill you for lack of research.
Just try and put a bless strat on top of that...
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June 2nd, 2008, 06:18 AM
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Captain
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Join Date: Sep 2004
Location: France
Posts: 961
Thanks: 2
Thanked 12 Times in 8 Posts
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Re: The New Hinnom Nation
You don't need a double 9 bless or a combat god with this nation, non sacred troops are good enough for initial expansion (then thugs are the main force).
A double 6 bless, or a single 9 or a triple 4, allow very good scales, considering you'll also take heat 3. And you have also fortune tellers recruitable everywhere to help support high misfortune if you want a better bless. Finally as you'll never have ressources or money to recruit 5+ sacreds a turn you can take a low dominion too (but an high one can be interesting to spread your good scales, and protect your nation only having bad preachers).
You can even use the national pretender chassis for flavour (who has pathcost 60) and still have an interesting triple bless for your thugs.
(I'm currently playing with : imprisoned Son of the Fallen, Order 3, Prod 2, Heat 3, Growth 3, Misf 2, Magic 1, dom 4, earth 4, nature 6, blood 4)
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June 2nd, 2008, 10:14 AM
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Major General
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Join Date: Mar 2007
Location: Seattle
Posts: 2,497
Thanks: 165
Thanked 105 Times in 73 Posts
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Re: The New Hinnom Nation
Are fortune-tellers actually cost-effective? Don't they need to be in every province to reduce bad events there?
-Max
__________________
Bauchelain - "Qwik Ben iz uzin wallhax! HAX!"
Quick Ben - "lol pwned"
["Memories of Ice", by Steven Erikson. Retranslated into l33t.]
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June 2nd, 2008, 10:49 AM
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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: The New Hinnom Nation
they do but you usually only really care about bad events in good provinces.
__________________
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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June 2nd, 2008, 03:41 PM
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Captain
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Join Date: Apr 2004
Location: France
Posts: 820
Thanks: 4
Thanked 33 Times in 24 Posts
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Re: The New Hinnom Nation
Although they are capitol only, the sacreds have strat move of 3, and access to astral magic means Gateway is possible for them in the late game.
As for blood magic being inexistant in battle magic, that's not entirely true: Hellfire, Hellbind heart, the various Call Horror spells are all usable. Hellfire in particular is nice with a Blood 3+ mage.
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