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November 15th, 2007, 08:21 PM
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Lieutenant Colonel
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Join Date: May 2007
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Re: Jotunheim MA Guide
But, don't they have three forms?
When do they switch to werewolf, Jotun Wolf, and Skratti?
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November 15th, 2007, 09:36 PM
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General
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Join Date: Apr 2005
Posts: 3,327
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Re: Jotunheim MA Guide
They have three forms. They switch when you select "change shape" out of battle or when you script them to change shape in battle. In order, Skratti->Jotun Werewolf->Jotun Wolf->Skratti.
I've never seen one change in battle without it being scripted.
The problem is that if you script them to change from Skratti to Jotun Werewolf in battle, they will change to a Wolf after the battle, losing most of their gear.
So I just change the thugs to Werewolves before battle and send them in that way, scripted to buff and attack.
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November 15th, 2007, 09:45 PM
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Major General
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Join Date: Sep 2006
Posts: 2,198
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Re: Jotunheim MA Guide
Have a scout accompany the stealth wolf form with equipment, then change wolf--->werewolf, transfer equipment to werewolf and attack current province. Give equipment to scout, change to wolf and go on hide to avoid incoming retribution.
Then move to another province. Rinse repeat...for an extremely annoying raiding thug/SC.
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November 16th, 2007, 11:34 AM
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Sergeant
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Join Date: Aug 2006
Location: Near Allentown, PA
Posts: 371
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Re: Jotunheim MA Guide
What is the opinion on Jotunheims PD? Someone just implied that giant PD is very bad, but the manual said that Jotunheim has the best in the game. If the PD sucks, why does it suck?
-Ubercat
__________________
"You're never more vulnerable than when you have both hands wrapped around your opponents throat." -Ubercat
"I'm not convinced that faith can move mountains, but I've seen what it can do to skyscrapers." -William H. Gascoyne
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November 16th, 2007, 12:57 PM
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Sergeant
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Join Date: Jan 2007
Location: Poznań, Poland
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Re: Jotunheim MA Guide
It consists mostly of Giant Milita, who have terrible morale and attack values. Plus there is very few of them per point of PD (1/2 i think). They can't hit anything, and whole Jotun PD will rout after a few combat rounds due to casualties and low morale.
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November 16th, 2007, 01:05 PM
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General
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Join Date: Apr 2005
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Re: Jotunheim MA Guide
Because you only get a few of them (1/2 per point), they are low skilled (att/def) low protection militia.
They do have high hps, but they're easy to hit and hurt so they die fast. They're size 4, so they get swarmed easily reducing the already low defence.
They hit hard, if they hit, but they've got low attack skill so they don't hit and they're size 4, so they can't gang up to reduce the target's defence.
They're morale isn't great and they seem to break even more easily, possibly due to low numbers.
At 20+ they get javelineers who are better and will do some damage with their javelins, but by the time they close the militia will have broken. You get a Jarl, who, if you've got a good bless, could probably win the fight himself, but will stand in the back and wait to run away.
What I don't understand is why anyone ever thought the Giant's PD was good. It was lousy back in Dom2, it's about the same now.
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November 16th, 2007, 01:20 PM
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Second Lieutenant
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Join Date: Jul 2007
Location: Durham, NC
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Re: Jotunheim MA Guide
I would much rather have 1 Vaetti Goblin per point and 1 Jotun Militia per 1/2 or 1/4 point up to 20.
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November 16th, 2007, 08:31 PM
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First Lieutenant
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Join Date: Mar 2004
Location: Seattle
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Re: Jotunheim MA Guide
Poor Iron Woods, the weakest age of the giants. The early era has the fearsome Neifel Giants and mighty skinshifters, the late era has the efficient seithkona. Iron woods OTOH has the Vaetti Hag.
Anyway, a few notes (some of these have been noted before):
1. As you mention Hurlers can be excellent when facing a nation with strong castles. Keeping them alive can be moderatly difficult (place them far in back) but their ability to crack fortresses is solid (each destroys 9 points of defence value per turn, vs. 4 for a normal Jotun). They are also light on resources so they can be massed quickly.
2. All Jotun troops become far more fearsome with a little experience. A bonus of +1 to attack means enemy troops die considerably more quickly. A Jotun with +2 attack is deadly.
3. A fire bless is excellent on all Jotuns. A F4 bless is usually sufficient (along with the required N9 bless) and converts the woodsman/leaders into machines which kill 1 troop per turn.
4. The Skratti is the bread and butter of Iron woods. In werewolf form they are devestating with just armor of souls, a luck pendant, and (perhaps) boots of the messanger they are (almost) tireless killing machines.
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