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  #1  
Old November 18th, 2003, 07:54 PM

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Default Re: So far what nations look strong... and weak?

I have to say, I thought Caelum would be weaker than it was stated (at least all races using an elemental rush) in Dom 1, but I have found it not to be so. They are just less cheesy and require a little more thought to play them out.

They definitely shine with the low cost of Staff of Storms.
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Old November 18th, 2003, 08:01 PM
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Default Re: So far what nations look strong... and weak?

Quote:
Originally posted by Zen:
I have to say, I thought Caelum would be weaker than it was stated (at least all races using an elemental rush) in Dom 1, but I have found it not to be so. They are just less cheesy and require a little more thought to play them out.
One of the great things about Caelum is being able to play "checkers" with the provinces. Jump over the difficult ones to take a weak one. There are pros and cons to the tactic. But it lets you spread fast and makes it hard for people to battle their way to your castle. The "sneak" races have this also but cant provide support-troops as fast. Too many new players try to play everyone as if they were Ulm.

[ November 18, 2003, 18:02: Message edited by: Gandalf Parker ]
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Old November 18th, 2003, 08:06 PM

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Default Re: So far what nations look strong... and weak?

Yes I like that aspect as well; of course, being able to reinforce and split your armies to do massive multi-pronged attacks is great.

One thing I didn't particularly like is when your Iceclads attack the rear and someone routs, they clog it up and get their panzy asses whacked since the routing army runs right through them and if they are in the way they get hit.

Just have to find a way to change that behavior.

[ November 18, 2003, 18:07: Message edited by: Zen ]
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Old November 18th, 2003, 08:10 PM

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Default Re: So far what nations look strong... and weak?

A problem with the checkerboard approach though is supply. Without the connections to your depots and the increased consumption of the fliers it will start to hamper you once your armies begin to get sizeable. (and it doesn't take many fliers for that to happen...)

Its still a good approach though, especially when your opponent really isn't prepared for it. You can also use it to wreck your opponents supply lines...
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Old November 18th, 2003, 08:16 PM
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Default Re: So far what nations look strong... and weak?

Just to show how fluid things are right now...

I'm upgrading Ermor [Soul Gate] and Ermor [Broken Empire] to "potent". BE due to the availability of nether dart mages. SG due to a better appreciation of the summons. I like both these themes much more than the Ashen Empire theme.

I still don't like C'tis [Misama]. The extra nature/water doesn't make up for the loss of death specialty IMHO. Furthermore, the incompatibility with indy mages/troops and most pretenders is brutal. On the other hand, if it makes you happy... don't let me stop you from having fun.
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Old November 18th, 2003, 08:53 PM

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Default Re: So far what nations look strong... and weak?

I have to disagree on Pangea Carrion Woods. Reanimiation includes Manikins, Carrion Beasts (which include the Carrion Elephants which can tear through an army).

They have a fast start with their Mino's and War Minos, and of course still have their stealth in the satyr's and Harpies.

Even the Panic apostates being overpriced (320 Gold! 3 Nature, 2 Death) you could field a decent army along with your Carrion Lord(s) Ladies very quickly. The only real downside I can see is their magic resistance; as you are forced to take at least a +1 Magic scale.

I would have to say I've very impressed. GROWTH 3 all the way BABY.
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Old November 18th, 2003, 09:07 PM
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Default Re: So far what nations look strong... and weak?

I had no problems using Ulm (Iron Faith) up to turn 40. They certainly had no problem stomping Mictlan, often because Mictlan armies would rout when their slaves started dying. (An idea for an advantage to add to slaves would be to make them not cause morale checks when they die. At least, the AI might be programmed to put them in their own squads to help, although I think it may already be doing that.) I suppose Mictlan probably does much better under human control, and maybe if it does more blood summons.

Meanwhile, as I mentioned elsewhere, my Arco hasn't been doing well against AI Marignon's crossbows, HvInf and HvCav.

These may have a lot to do with my own experience level and play style, though.

Iron Faith Black Priests do get a random magic pick, though, and since they're holy units, they're cheaper than say an Arco Astrologer. The forge bonus can be used to cheaply make items which increase magic power, eventually.

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