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June 18th, 2007, 04:45 AM
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Major
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Re: Neo Xekinima - LA game of Mod nations (recruit
Heh. After playing the hoburgs, I'm scared... because I am having trouble
figuring out how one stops a deluge of highly armoured, heavily massed,
crossbow shooting free troops.
Oh... I started a new game on the attached map. Two of the nations started
with only two land provinces next to their capitals. Another started on the
little sliver of land in the SW, with only three neighbors. Frankly, I
would not say much for Ulm or Teutanion's chances if they were to start
like that.
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June 18th, 2007, 08:57 AM
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General
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Re: Neo Xekinima - LA game of Mod nations (recruit
Quote:
Tuidjy said:
Heh. After playing the hoburgs, I'm scared... because I am having trouble
figuring out how one stops a deluge of highly armoured, heavily massed,
crossbow shooting free troops.
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Yes, the Hoburgs are a bulldozer in the early game, no question about that.
Quote:
Tuidjy said:
Oh... I started a new game on the attached map. Two of the nations started
with only two land provinces next to their capitals. Another started on the
little sliver of land in the SW, with only three neighbors. Frankly, I
would not say much for Ulm or Teutanion's chances if they were to start
like that.
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I can top that: When I created a test game, two nations capitals were assigned to the same province by the game. That means that one of them was instantly defeated. I do want to assign starting provinces by hand and I take your recommendations, if you have them. But be aware that not everybody can start on the other side of the map from the Hoburgs... 
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June 18th, 2007, 03:11 PM
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General
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Re: Neo Xekinima - LA game of Mod nations (recruit
If you think those little pipsqueaks are tough, wait until you see what Kharam Dzu can do 
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June 18th, 2007, 06:54 PM
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Sergeant
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Re: Neo Xekinima - LA game of Mod nations (recruit
Ha!! Vaeittiheim will clearly be the superior 'pipsqueek' nation! Course, it helps that we are backed by trolls. 
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June 18th, 2007, 08:14 PM
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Major
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Re: Neo Xekinima - LA game of Mod nations (recruit
You guys are dreaming. I've been messing around with the hoburgs, and I have
yet to find any counter to a rush, apart from the obvious (SC pretender)...
And of course, the CB mod makes SC pretenders prohibitively expensive.
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June 18th, 2007, 08:25 PM
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Re: Neo Xekinima - LA game of Mod nations (recruit
Have you tried beating them the Heim way, with three or more other nations allying up against them? 
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June 18th, 2007, 10:02 PM
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First Lieutenant
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Re: Neo Xekinima - LA game of Mod nations (recruit
Hey wait a minute... Don't hurt the little pipsqueaks! We have no mid or end game strength at all! If anyone should be allowed to live it's the poor little hoburgs  And we're the second to the last nation to be picked, so all those other nations chosen first has got to be better 
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June 19th, 2007, 04:18 AM
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Lieutenant General
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Re: Neo Xekinima - LA game of Mod nations (recruit
Quote:
Tuidjy said:
And of course, the CB mod makes SC pretenders prohibitively expensive.
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I'm not sure what change would be so drastic as to cause this. Certainly something like a PoD with with air magic or other item/buff combos can still tear through a lot of armies.
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June 19th, 2007, 12:37 PM
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Major
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Re: Neo Xekinima - LA game of Mod nations (recruit
Quote:
Tuidjy said:
And of course, the CB mod makes SC pretenders prohibitively expensive.
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This sounds completely wrong to me; the only pretenders that were upped in price were the ones that encourage ridiculous blesses, and those most people set imprisoned anyway. Look at some magicless pretenders; those are SCs by definition and were actually buffed to an extent.
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