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  #1  
Old July 22nd, 2008, 02:26 AM
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Wrana Wrana is offline
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Default Re: The New Sauromatia

There was a separate thread on the question. May be also noted in Baalz guide discussion.
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Old November 17th, 2009, 11:50 AM

Immaculate Immaculate is offline
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Default Re: Sauromatia: Lawful Evil

While i agree that bee-lining enchantment is a strong opening for Sauromatia, another option, should you not wish to invest in 'enchantment 3' right off the bat (maybe you want to go evocation first or construction first) is a quick hop over to conjuration before anything else. Instead of going 3 layers deep into enchantment, go 1 layer deep into conjuration then go for whatever you would normally go for.

Why conjuration first:

1) Tangle vines: yes, they aren't GREAT... but what they do, they do adequately for what you need. Every warrior sorceress can cast this (instead of bringing a witch king to cast death-based enchantment spells) and its available earlier. What it does is tie up those heavy cavalry and elephants that make attacking independents troublesome. Lots of androphag archers and some tangle vines (and maybe a few amazon spearwomen to protect your archers/casters) makes a pretty competent expansion party. The advantage is availability. This comes much earlier then enchantment three.

2) Death/Nature Warrior Sorceress cast summon ancestor. Again, not a GREAT spell, but it does what you need it to do... suck up enemy movement while your archers pound on the enemy. Sure they only have 1hp but they have ethreality and because they are charging out beyond your caster/archer ranks, the enemy will converge on them, try to pound on them (usually successfully so within a turn or two) and finally kill them. During that time you've hit the indies with another round of arrows and you've summoned another ancestor. The indies will still charge at you but hopefully that heavy cavalry has used up its lance attack and you've bought more time to fire on them. And thats what its about isn't it?

3) Black Servant. Summon a black servant as soon as you hit conjuration 1, make him into your prophet and use those corpses that accumulating from patrolling your capital (with taxes jacked up >140%) to summon longdead horseman. One important thing about longdead horsemen is that they are immune to hydra poison. Think about that and about the first year of expansion and you can see how those indies that aren't suitable to fighting with archers can still be conquered with tools that you can get rolling with very quickly.

Anyway, while i fully recognize that enchantment 3 is a VERY awesome opening and very impressive, it does take a bit to get rolling with and does require the use of witch kings (which cost more and research much more effectively then do warrior sorceress)

So consider the conjuration 1 path next time... maybe...?
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  #3  
Old November 17th, 2009, 11:57 AM
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Graeme Dice Graeme Dice is offline
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Default Re: Sauromatia: Lawful Evil

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Originally Posted by Immaculate View Post
3) Black Servant. Summon a black servant as soon as you hit conjuration 1, make him into your prophet and use those corpses that accumulating from patrolling your capital (with taxes jacked up >140%) to summon longdead horseman.
Corpses are only needed for soulless. Longdead don't require corpses.
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Old November 17th, 2009, 01:41 PM

Redeyes Redeyes is offline
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Default Re: Sauromatia: Lawful Evil

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Originally Posted by Immaculate View Post
So consider the conjuration 1 path next time... maybe...?
With an awake researcher pretender you can have both after turn 5. If you have a pretender with 36 research, and get magic 1, your starting soothsayer + pretender duo can give you conjuration turn one. You'll be done with enchantment at the start of turn 7, before that if you hire more researchers.

I actually tried this in a game recently and it went pretty well; I rushed another nation, who had an awake cyclops, before turn 10.

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Originally Posted by Illuminated One View Post
Can Sauromatia really do horsemen? Or can all nations with h3 undead?
I already see Marignon (un)suiciding a ton of inquisitors.
Yeah, it's an option that's open for everyone. You can do the same with prophet demons if you are a nation that has them.
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Old November 17th, 2009, 12:02 PM

Immaculate Immaculate is offline
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Default Re: Sauromatia: Lawful Evil

Oh... haha... thats even better... (and explains why my corpses aren't being used up as fast as i expected)
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  #6  
Old November 17th, 2009, 01:26 PM

Illuminated One Illuminated One is offline
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Default Re: Sauromatia: Lawful Evil

Can Sauromatia really do horsemen? Or can all nations with h3 undead?
I already see Marignon (un)suiciding a ton of inquisitors.
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Old November 17th, 2009, 02:23 PM

thejeff thejeff is offline
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Default Re: Sauromatia: Lawful Evil

I thought Longdead horse were limited to a few nations. Possibly just Ermor (MA/LA?) and Sauromatia.
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  #8  
Old November 17th, 2009, 03:35 PM

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Default Re: Sauromatia: Lawful Evil

Dead nations get +1. Sauromatia gets horsemen, where most only get longdead.
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Old November 17th, 2009, 03:51 PM

chrispedersen chrispedersen is offline
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Default Re: Sauromatia: Lawful Evil

As for equipping the gorgon.....

Try a bear claw talisman. Boots of the behemoth. You could additionally add a halberd of might. If you want to go crazy... berserker pelt. Mix in B4+.

Why?

As mentioned, you should have 33 strength. Which means each of those 5 snakes are doing around 28 damge x 5. With a halberd attack. And petrification. And each of those snakes do poison damage secondary.

Not many things can take 178 damage + 5 x (strong poison) + 6 petrification saves.

Now berserker pelt is dfinitely controversial. But it has one redeeming value... you will never route from morale purposes. If you are going to consistenly use her behind enemy lines you should consider the tradeoff.

You can also equip her pretty well before that. Hide shields, thorn staffs, vine shields....are all great before you get to con -4
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  #10  
Old November 17th, 2009, 05:11 PM

Redeyes Redeyes is offline
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Default Re: Sauromatia: Lawful Evil

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Originally Posted by chrispedersen View Post
Now berserker pelt is definitely controversial. But it has one redeeming value... you will never route from morale purposes. If you are going to consistenly use her behind enemy lines you should consider the tradeoff.
Pretenders already can't fail morale checks, like if they are subject to fear effects or against awe.

Berserkers, however, stay even beyond the auto-route on turn 50 or when your side falls below 25% of its starting hp.

Instead of the Fenris Pelt I would suggest the Flesh Eater axe. The weapon by itself is great, with 14 damage and a Chest Wound secondary effect, and the Berserking bonus is also larger, +3 to +0. The item is also more accesible and very cheap, at a cost of 5 blood slaves.

The axe also allows you to cast spells (berserker pelt causes you to berserk as soon as you enter the battle), being able to use a better armor is also totally worth it.
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