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  #1  
Old July 24th, 2009, 04:20 AM

Sombre Sombre is offline
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Default Re: Tourmaline - Mod Nations Game (Playing)

Man Skaven never seem to do well :[
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  #2  
Old July 24th, 2009, 09:33 AM
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the Vanishag the Vanishag is offline
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Default Re: Tourmaline - Mod Nations Game (Playing)

That's weird. Looking at them before the game, I would have guessed they'd do well. They didn't strike me as having the most raw power, but as having an attractive balance of power and subtlety. But I'm still a Dom n00b, so I may have missed a fatal flaw.
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Old July 24th, 2009, 12:04 PM

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Default Re: Tourmaline - Mod Nations Game (Playing)

It's probably just bad luck, though I think they are also tricky to play and have a suspect early game.
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  #4  
Old July 24th, 2009, 01:20 PM

rdonj rdonj is offline
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Default Re: Tourmaline - Mod Nations Game (Playing)

Yeah, I think probably their biggest problem for multiplayer is they don't have any particularly brilliant opening. No recruitable SCs, no powerful sacred, and even their elite units have pretty bad morale and a fairly average sat line. They're not completely helpless, but I can see them being a bit of a slow start.
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Old July 24th, 2009, 06:24 PM

Lavaere Lavaere is offline
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Default Re: Tourmaline - Mod Nations Game (Playing)

Well with skaven I tried a pretender I've never used before. Which really collapsed when he got affliction on the first turn. And that now I reallised. I did stupid thing by forgeting there are no Indies to recruit.
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Old July 24th, 2009, 08:19 PM

rdonj rdonj is offline
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Default Re: Tourmaline - Mod Nations Game (Playing)

Grr, wind mages I hate running into those guys. Luckily the battle went much better than I'm used to.
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  #7  
Old July 24th, 2009, 08:37 PM

statttis statttis is offline
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Default Re: Tourmaline - Mod Nations Game (Playing)

Over half of the territories I've seen so far are heavy cav, including all but 1 of my capital borders. I would be ruined if I was using a nation with weak troops.
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  #8  
Old July 24th, 2009, 08:43 PM

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Default Re: Tourmaline - Mod Nations Game (Playing)

Yeah, I'm in the same situation. Heavy cavalry, wind masters, elephants, and this turn? I found some druids and dark vines. Sigh. I really shouldn't have let myself be cowed in the beginning by a HC province I shied away from, I have this feeling I'm really going to regret it in a few turns. Unless maybe one of my neighbors happens to be playing skavens or tharoon... but I am betting it will be alugra or something :P
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Old July 26th, 2009, 01:28 AM

Trumanator Trumanator is offline
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Default Re: Tourmaline - Mod Nations Game (Playing)

Well when I was playing around with the skaven preparatory to this I actually found that the plague censor sacreds were quite good at expansion with something like an S9D?N4 bless. Just 5 with a shaman/priest/whatever could comfortably clear a few provinces, and you can churn that out in a single turn.
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Old July 26th, 2009, 01:44 AM

rdonj rdonj is offline
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Default Re: Tourmaline - Mod Nations Game (Playing)

Interesting. I would never have tried to expand using censor bearers. How do they fare against cavalry/elephants? This is where I'd really expect them not to work out so well, at least not without some kind of screen.

Also, are you back? Do you need nehekhara transferred over to your control now or has llama already done that?
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