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Old December 13th, 2008, 06:25 PM

Aezeal Aezeal is offline
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Default Re: How many Niefel Jarls is too many...

... to change a lightbulb
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Want a blend of fantasy and sci-fi? Try the total conversion Dominions 3000 mod with a new and fully modded solar system map.
Dragons wanted? Try the Dragons, Magic Incarnate nation.
New and different undead nation? Try Souls of Shiar. Including new powerfull holy magic.
In for a whole new sort of game? Then try my scenario map Gang Wars.
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  #2  
Old December 16th, 2008, 05:57 AM

Radioheart Radioheart is offline
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Default Re: How many Niefel Jarls is too many...

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... to change a lightbulb
11. It takes 10 to tear down the walls and squish all the mages inside, and 1 to screw it in.
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Old December 16th, 2008, 11:40 AM
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Soyweiser Soyweiser is offline
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Default Re: How many Niefel Jarls is too many...

I bit offtopic, but I just discovered how much the Niefelheim pd sucks.

I had a lot of pd to give me at least some protection against a large incoming AI force. The AI force pounded my pd into mush, causing my Jarl to rout, without ever coming into combat. At least my Jarl survived.

Funny fact, if my Jarl had fought alone, he would probably have won.
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Old December 16th, 2008, 12:16 PM
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AreaOfEffect AreaOfEffect is offline
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Default Re: How many Niefel Jarls is too many...

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Originally Posted by Soyweiser View Post
I bit offtopic, but I just discovered how much the Niefelheim pd sucks.

I had a lot of pd to give me at least some protection against a large incoming AI force. The AI force pounded my pd into mush, causing my Jarl to rout, without ever coming into combat. At least my Jarl survived.

Funny fact, if my Jarl had fought alone, he would probably have won.
As a general rule, I find that mixing super combatants with substantial PD is never that effective. PD benefit more from magical support. If you had sent in a mage to cast buffs or to deliver evocation spells, then that would have been more effective.
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