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  #1  
Old January 1st, 2006, 07:18 PM
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Graeme Dice Graeme Dice is offline
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Default Re: Ermor?

Quote:
Boron said:
For most nations starting neighboring ermor is evil and they can only pray that ermor attacks another neighbor first or try to solve the issue diplomatically.
If I start next to Ermor, then I look at it as a chance to get a quick 10 death gems per turn. Ermor is more vulnerable than just about any other nation to early game conquest. They start out very slow - after all, it takes them 35-40 turns to reach level 9 research.
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Old January 1st, 2006, 07:31 PM
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Default Re: Ermor?

yah, i'm w/ the "Ermor? /shrug" crowd... Its usually not hard to scare up some ally against them as well...
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Old January 2nd, 2006, 03:54 AM
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Default Re: Ermor?

W9 blessing and early research to Wind Guide (IIRC, and air nations only of course) should let you annihilate Ermor with indy priests. My worst (frequent) experience against Ermor is watching 4-5 soulless or spectral warriors advance on a couple priests... slowly... over many turns... avoiding every single holy beam, then slaughtering the priests. I imagine 50% quickness and bonus precision would resolve this problem...

Surround them with archers, not melee units, so that the troops can get kills too. Archers are almost as good as melee units versus undead (in melee) because of the huge stat disparity. So fatigue (and, versus spectrals, MR) is much more important than in normal battles, and swordsmen/spearmen have no better MR and usually no better fatigue than archers. Shields are nice, though.
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