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  #1  
Old February 25th, 2010, 11:43 PM

LumenPlacidum LumenPlacidum is offline
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Default Re: Possible mod nation? - Kingdom of Angmar

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Originally Posted by kianduatha View Post
Here's what I see as the problem--you only have a chance if people don't know anything about the nation. If they know that you have a nice early game(not as good as, say, Ogres though) but peter out early game for a while, people will just gang up on your large but weakly defended territory.
I'm sort of hoping to make high PD a fairly good choice for the nation. The PD has lots of berserk guys with hatchets, and high levels of PD give a trampler that the nation can't get anywhere else. Finally, those tramplers are paired with an actual assassin commander, who has good stuff to hit enemy thugs. While it's definitely not going to protect against a concentrated offensive, I'm hoping to be able to make it somewhat harder to raid Angmar.

As far as I can tell, the real options for mid-game are some combination of powerful battlefield spells and thugging. I think Angmar's strength will lie in the thugging. I wonder how crazy it would be to have the Mount Gundabad site give Construction bonus: 20... it's the place where the dwarves were fashioned from the stone after all. That would provide a definite advantage for thugging.

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Originally Posted by kianduatha View Post
I'm breathlessly anticipating the Worg Riders.
Actually, the cavalry might have to wait until I can decide on some good stance for them. I've got 5 units left needing sprites:

Hill Troll
Rhudaur Chieftain
Rhudaur Shaman
Rhudaur Stalker
Gundabad Warg Rider
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  #2  
Old February 26th, 2010, 02:04 AM
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Burnsaber Burnsaber is offline
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Default Re: Possible mod nation? - Kingdom of Angmar

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Originally Posted by LumenPlacidum View Post
. I wonder how crazy it would be to have the Mount Gundabad site give Construction bonus: 20... it's the place where the dwarves were fashioned from the stone after all. That would provide a definite advantage for thugging.
One hint: Don't.

Even "just" Con 20 sites are absolutely game-breaking (a'k'a they can decide games on their own) because of the somewhat buggy way they combine with forge bonuses.

Also, having a con 20 site on your capital would make you absolutely unignoreable target since *everyone* would like to get that thing for themselves.
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Old February 26th, 2010, 11:43 AM

LumenPlacidum LumenPlacidum is offline
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Default Re: Possible mod nation? - Kingdom of Angmar

Fair enough. Maybe just a couple more gem income which would build up to a bit of a boost when construction is researched.

Oh, and in my tests I've realized that probably the best way to start with this nation is to have a diverse rainbow mage for access to boosters awake, so you can have 50 research points from turn 1.
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