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July 24th, 2009, 04:20 AM
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BANNED USER
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Join Date: Feb 2007
Posts: 5,463
Thanks: 165
Thanked 324 Times in 190 Posts
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Re: Tourmaline - Mod Nations Game (Playing)
Man Skaven never seem to do well :[
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July 24th, 2009, 09:33 AM
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Corporal
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Join Date: Apr 2009
Location: Cloudcuckooland
Posts: 134
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Thanked 41 Times in 15 Posts
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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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July 24th, 2009, 12:04 PM
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BANNED USER
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Join Date: Feb 2007
Posts: 5,463
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Thanked 324 Times in 190 Posts
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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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July 24th, 2009, 01:20 PM
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General
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Join Date: Oct 2007
Posts: 3,007
Thanks: 171
Thanked 206 Times in 159 Posts
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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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July 24th, 2009, 06:24 PM
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Sergeant
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Join Date: Jan 2009
Posts: 208
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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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July 24th, 2009, 08:19 PM
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General
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Join Date: Oct 2007
Posts: 3,007
Thanks: 171
Thanked 206 Times in 159 Posts
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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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July 24th, 2009, 08:37 PM
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Sergeant
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Join Date: Dec 2008
Posts: 200
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Thanked 10 Times in 6 Posts
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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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July 24th, 2009, 08:43 PM
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General
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Join Date: Oct 2007
Posts: 3,007
Thanks: 171
Thanked 206 Times in 159 Posts
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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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July 26th, 2009, 01:28 AM
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BANNED USER
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Join Date: Jul 2008
Location: Tacoma WA, USA
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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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July 26th, 2009, 01:44 AM
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General
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Join Date: Oct 2007
Posts: 3,007
Thanks: 171
Thanked 206 Times in 159 Posts
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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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