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  #11  
Old January 9th, 2004, 07:53 AM

Humer Humer is offline
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Default Re: Fun with Jotunheim - Utgard theme

Oh, take some time to whip out the Gift of Health. This makes the berserking giants real powerhouses. My Hall of Fame Jarl got heroic toughness and combined w/ GoH the HP's were around 100. And I believe regeneration is based on maximum HP... And if they ever bother to take afflictions, they heal in only a few turns.

Get a squad of woodsmen and herses, bless them and talk about staying power!

Only problem, though, is GoH is in effect only in your dominion, but you can't have everything...

- Humer
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  #12  
Old January 9th, 2004, 12:55 PM

Keir Maxwell Keir Maxwell is offline
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Default Re: Fun with Jotunheim - Utgard theme

Quote:
Originally posted by Humer:
Oh, take some time to whip out the Gift of Health.
I'm working on it - so many magical targets! Jotun has always had alot of magical potential.

It turn 33 and research is taking off with the death gems coming in but war is the priority. Ulm has joined in the attacks on me and they have huge armies. Their HI are not a great threat to my Giants as their armour isn't enough so its just a matter of spending a few turns killing their armies, losing a few provinces if necessary and then looking at going forward.

Been playing too late and I made the sin of deciding to move my reserve the first turn of war and then forgeting - giving Ulm a free valuable province. The next turn when I counter attacked half I forgot to give orders to my new unit of 12 woodsmen *sigh* they got massacred unblessed and in the fight that followed I lost 16 giants killing over 100 Ulmites when their main army turned up. Not bad but it would have gone much better had they all been blessed.

What is the spell where you get an army of mad buggers? It seems to work well. I have three ai's casting it at me and its capable of taking out any Giant province with less than 15 defence and even they are not entirely safe. I've lost two provinces to it so far which is worse than I normally suffer - and I've got giants for local defense. I'm impressed.

Reflecting on the way things are going the main issue is need for more gold to build more Seithkona. As its good to build a Herse or better at every castle so its hard to fit the Seithkona's in. For this reason I think the race needs more and cheaper casltes so its the wizards tower. The dominion is to low at 6 and as a consequence you lose alot of revenue to provinces which arn't cold enough. So this is my new look race where I have gone back to the Earth Mother for the higher dominion.

Earth Mother, Nature10, Earth2, dom9
order3, sloth3, cold2, growth1, misfortune3, drain2
Wizards tower.

Hopefully this design will make it easier to come up with more Seithkona as they do an amazing job with a reinvigoration item like boots of the messenger. Really like Healing light - they seem to pick the commanders to heal more often than not.

The other thing I would like to do different is start searching earlier. The centrality of skulls to research demands death gems in serious numbers.

Cheers

Keir
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  #13  
Old January 9th, 2004, 09:17 PM
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Taqwus Taqwus is offline
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Default Re: Fun with Jotunheim - Utgard theme

"Mad buggers" -- mad priest, flagellants and madmen = Imprint Souls. The AI seems to like this spell.
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