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June 17th, 2006, 09:44 PM
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*Another ZOMGHOWDOIMAKEANARMYLIKETHIS? thread*
So I'm shooting for a strong/large army supported by a lot of battle enchantments and evocations, any suggestions as to race/tactics? And, to keep this thread from being completely narcissistic, what sorts of meta-themes do you guys prefer usually? Y'know, themes based on military strategy rather than what units you're using, like hordes of cheap infantry supported by powerful cavalry and stuff like that. My personal fave is sound army headed by powerful warrior-commanders decked out in lots of magic items (read: Vanheim/Mictlan devils.) So how about you guys?
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June 19th, 2006, 02:01 AM
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Re: *Another ZOMGHOWDOIMAKEANARMYLIKETHIS? thread*
Gosh, that is a pretty broad question! It is also pretty tough to answer without going into specific units and nations. Getting a strong army backed with good magic is pretty much the essence of the game (unless you are Iron Faith Ulm). Any answer I can think of is too broad to be of use or too specific to a race. Can you narrow your question down a bit for us?
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June 19th, 2006, 07:27 AM
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Re: *Another ZOMGHOWDOIMAKEANARMYLIKETHIS? thread*
As a general strategy, I'm fond of massed long-range missile fire supporting heavy cavalry flankers, plus "artillery" spells if I've got access to them. I've tried this with Man, Marignon, Pangaea, and T'ien C'hi, and I'm currently playing a SP game as Ermor this way, using indy archers and woodsmen behind longdead cavalry.
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June 19th, 2006, 01:01 PM
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Re: *Another ZOMGHOWDOIMAKEANARMYLIKETHIS? thread*
Also is this for a SP game or a MP game ?
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June 19th, 2006, 06:08 PM
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Re: *Another ZOMGHOWDOIMAKEANARMYLIKETHIS? thread*
yes, we need more info
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June 19th, 2006, 09:19 PM
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Re: *Another ZOMGHOWDOIMAKEANARMYLIKETHIS? thread*
Agh, sorry guys. Let me clarify.
Large army, not necessarily powerful units, but above militia-level units, augmented by friendly enchantments. I'm hoping on developing an army of otherwise unexceptional troops that become formidable with a bunch of spells. (I know, I was hella vague when I typed that. I don't usually think of making a large army when I'm playing, just a couple contingents of really experienced troops and a lot of PD. XD)
Oh, and it's on a single player game.
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June 19th, 2006, 10:05 PM
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Re: *Another ZOMGHOWDOIMAKEANARMYLIKETHIS? thread*
Quote:
Tharivol_Street_Prince said:
Agh, sorry guys. Let me clarify.
Large army, not necessarily powerful units, but above militia-level units, augmented by friendly enchantments. I'm hoping on developing an army of otherwise unexceptional troops that become formidable with a bunch of spells. (I know, I was hella vague when I typed that. I don't usually think of making a large army when I'm playing, just a couple contingents of really experienced troops and a lot of PD. XD)
Oh, and it's on a single player game.
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That helps... on single player it's easier to develop and keep the army alive since the AI opponents don't know how to target your best armies and commanders.
I recommend a high level nature mage, air mage, astral mage, and earth mage. If you can't get all of those mages just gather which ones you have. Also have scouts follow them around in sneaking status carrying gems for the mages. With gems the air mage can cast a spell to block 80% of arrow and another spell giving all your units mistform. With gems the astral mage can cast antimagic which is very important and doom against enemy troops. With gems the earth mage can cast spells which raise their protection and without gems spells which allow your troops to do more damage. The nature mage is very important because this mage can cast relief which removes fatigue from not only your existing troops but your mages as well. With gems the nature mage can cast mass regeneration which is helpful especially for troops with lots of hitpoints. I might have missed some since I'm in a hurry... but what I listed will give you a tough army package.
Also place any weak and ethereal troops at the very very front of your battlefield and away from your main troops... this will allow your real army time to get those buff spells before taking damage.
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June 20th, 2006, 07:35 AM
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Re: *Another ZOMGHOWDOIMAKEANARMYLIKETHIS? thread*
NTJedi covers things well, though I would also recommend the nature mage cast mass protection. Those extra points on everyone’s protection make a big difference in an army of normals.
You should also consider Gift of Health, as it will boost the hp of your units in friendly dominion. Thistle Mace is very helpful with the nature mages. Combine that with the morale bonus in friendly dominion and it adds up. You might want to consider building extra temples early to help ensure you are usually fighting with the home field advantage.
The scouts running you gems is critical and you will have to watch your supply line to labs. An army like this that runs out of gems at the same time it enters enemy dominion suddenly becomes very fragile. Tied to this, don’t give all your gems to the commander at once, as they tend to burn through them if they have them, often in ways I don’t approve of.
Finally, let me suggest your prophet be with the army. Fanaticism is a real help in keeping morale up. Make sure your prophet has enough holy power to cast it. The normals in this army will take damage and will have normal morale, so they will break sooner than the elite armies do.
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June 23rd, 2006, 03:19 PM
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Re: *Another ZOMGHOWDOIMAKEANARMYLIKETHIS? thread*
Quote:
Tharivol_Street_Prince said:
Agh, sorry guys. Let me clarify.
Large army, not necessarily powerful units, but above militia-level units, augmented by friendly enchantments. I'm hoping on developing an army of otherwise unexceptional troops that become formidable with a bunch of spells. (I know, I was hella vague when I typed that. I don't usually think of making a large army when I'm playing, just a couple contingents of really experienced troops and a lot of PD. XD)
Oh, and it's on a single player game.
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Well, have to take your pick b/w Enchantment and Evocation. The paths that make for good enchanting (earth and nature, mostly) are not good for evoking. If I understand what you are going for tho, I would suggest you play Pangea. They have very strong nature and earth magic and have the Satyr units which are better than militia but not by too much. But... if you cast Growing Fury, Mass Regen, Mass Prot, Army of Gold, Army of Lead, etc... then they become incredibly dangerous. Also you can get those auto-summoned maenads which are pretty funny to watch fight after you jack them up with Enchants
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June 23rd, 2006, 06:39 PM
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Re: *Another ZOMGHOWDOIMAKEANARMYLIKETHIS? thread*
try arco buffed hoplites, mystics and astrologers can buff (weapons of sharpness=very good) and ethereal, mistformed, armour boosted hoplites with weapons of sharpness kick *** and are tougher um... something! or you could try one of my faves, pangaean white centaurs with f9/n9, weapons of sharpness, armour boost, mass protection and mass regen. unbuffed(but blessed) they have good stats, high attack, regen, multiple flaming attacks and when berserk have wicked protection and strength. you can also use heirophants with gloves of the gladiator, horned helm, ring of regen, amulet of luck and any decent armour (i reccomend dragon scale). they get good stats, good regen, luck and 6 high strength high attack flaming attacks! and they are stealthy (get a dyrad to bless them)
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