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  #1  
Old October 20th, 2006, 12:50 PM
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Default Re: Niefelheim Strategy for the Early Era

I liked most of your choices. I think that the problem many have with it is that you are playing Neifelheim the way I liked to play it. As strong defense over time. Others tend to prefer swarm and rush short-term tactics.

But I have found giants really difficult to create armies out of. You might shift thinking to using more independents, with giants as support units. Have you taken the provinces that connect to your castle? What kinds of independents can you make?
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Old October 20th, 2006, 01:08 PM
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Default Re: Niefelheim Strategy for the Early Era

The shapeshifting Skrattis are a new addition to Dom3. They didn't change forms earlier. Any way, I think the Wolf form is stealthy, unlike the other forms.

As others have said, they make good Super-Combatants (SCs). That is, if you give them magical items and script them to cast spells that enchance their battle prowess, the afflictions become much more rare, and if you stack the oddss high enough, they can eventually wipe out whole armies. As an example, forge them an Ice Sword, or Sword of Quickness, and perhaps better armor. Look out for the armor's encumberance value, though. Quickness it also very good; Personal Quickness is Alteration 3.

Earth bless gives reinvigoration, which lowers fatique. Fatique hurts even before your giants fall unconscious. See page 76 of the manual. The example is nice.
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Old October 20th, 2006, 01:12 PM
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Default Re: Niefelheim Strategy for the Early Era

I'm well into my game now (year 11) and am far ahead of most other nations. There are two very powerful opponents with about 50-60 provinces like me, the rest have about 20-40 provinces and can't field large enough armies to threaten my 25 troop armies.

But I do use a lot of independent troops to augment my militia defenses. Without a ranged troop type (they used to have boulder throwers) giant militia defense is a pushover, so I try and assign 40-60 archers or other ranged troops on patrol in all my border provinces.

Combined with defenses in the 60-100 range I’m able to hold off most attacks while I finish taking out all the neutrals within my borders. Once I’ve done that I’ll switch to offense and see if the late game magic spells spell doom for my Niefels.
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Old October 20th, 2006, 01:07 PM
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Default Re: Niefelheim Strategy for the Early Era

It's all about the regeneration. The smaller giants just don't have enough hit points to make the 20% regeneration that big of a deal for them. But the Niefel Jarl's have 60+ hit points, so get something like 15 or 16 points a turn in regeneration. That makes a huge difference in their survivability.

But you’re right if you're going with less than 10 nature picks then the huge Niefels (commanders or troops) aren't worth it really. This strategy focuses on the hit point regeneration and only works for the large Niefels.
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Old October 20th, 2006, 01:13 PM

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Default Re: Niefelheim Strategy for the Early Era

The Order scale is really nice early though.

I didn't see it mentioned so if it was my bad, but if you make a Niefel Jarl a prophet he can use Divine Blessing to bless the entire battlefield instead of using many of them, that way you can use other mages to buff your troops or use the Jarls themselves to use other spells.

I just quickly looked at Niefelheim EA and don't know how it would work out, but another possible pretender design is to use the Son of Fennerer for a W9 N7 or something. W9 give you quickness, which is great especially for these guys, and defence skill. Both of which will help you not get hit because you're killing faster and getting hit less, might be worth it not to stock up on nature so high.

The Drain scale might not be too bad, you'll be behind in research even farther but you get increased MR on all troops in exchange and more points to use for other scales or magic for blessing.

Anyway, just a few things to think about.
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Old October 20th, 2006, 01:19 PM
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Default Re: Niefelheim Strategy for the Early Era

Niefel Jarls only have 2 holy, so making them a prophet won't allow the divine blessing (have to wait for the unique swords).

I've seen two of their heroes (the hag and a Jarl that transforms to an eagle) and neither had holy 3, so I'm hoping the last one (if it ever shows up) will have holy 3. Anyone know what the last hero is for the giants in early era?
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Old October 20th, 2006, 01:30 PM

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Default Re: Niefelheim Strategy for the Early Era

Quote:
Felgar said:
Niefel Jarls only have 2 holy, so making them a prophet won't allow the divine blessing (have to wait for the unique swords).

I started a new game in EA Niefelheim, waited a turn, recruited a Niefel Jarl and set him to become a prophet, hit end turn, and Divine Blessing is on list at Holy 3. Try it for yourself, it worked for me.
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Old October 20th, 2006, 01:42 PM
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Default Re: Niefelheim Strategy for the Early Era

Quote:
Felgar said:
Niefel Jarls only have 2 holy, so making them a prophet won't allow the divine blessing (have to wait for the unique swords).
Divine blessing is a holy 3 spell. Any prophet is capable of casting it.
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  #9  
Old August 20th, 2009, 02:38 AM

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Default Re: Niefelheim Strategy for the Early Era

Umm, this thread appears to be a holdover from dom2, and is riddled with innacuraccies and generally stuff that no longer works. It should probably be removed from the index to prevent some poor n00b pressing end turn 10 times and then wondering why he can't recruit 20 niefels in one turn.
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Old August 20th, 2009, 08:23 AM

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Default Re: Niefelheim Strategy for the Early Era

Overall there are some useful ideas in the thread, but they are all covered more accurately and in greater depth in newer strategy guides, so I'd agree.
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