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Old March 27th, 2010, 01:16 PM

chrispedersen chrispedersen is offline
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Default Re: EA Ermor Strategy and Tactics--Critique and Embellish

a lot of people depend on elders for expansion, a path I don't like.

Under this scenario, you research evocation and support an army with mages and go to town.

Against independents, I expand quite reliably using the national troops, and using gladiators as shock troops.

I prefer the augurs, as they have a *much* better research to upkeep ratio, iirc.

The real trick for ermor is what do you do midgame. You have no recruitable thug or SC chassis. Therefor your entire strategy has to revolve around what you are going to do midgame.

To me, that means you need a research advantage - and a very strong one. Which I address by forts, and research augurs everwhere.
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Old March 30th, 2010, 01:58 AM
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Default Re: EA Ermor Strategy and Tactics--Critique and Embellish

Man, I tried to write a EA Ermor guide. Namely because I had already picked an awesome title, "Grand Strategy of the Ermor in the Early Age." Unfortunately, I couldn't find much to work with. EA Ermor really feels like it was thrown together with disparate thematic themes that aren't fully developed. This is simultaneously a Fire nation, a Death magic Nation, a Communion dependent nation, and a "new faith" nation (though oddly these units are all capital only).

They have two thing going for them, from memory. First, cheap mages. Use those Augurs to get a lead in research by building numerous forts and having positive magic scales. Later combine with Light of the Northern Star to get some combat potential out of them. Second, solid infantry that can expand on its own. Problem with this is its the age of heavy dual blesses. The soldiers might be able to take on indies, but thats as far as its probably goes.

This nation simply has none of the terror of its later descendents. I guess unlike Rome, Ermor got scarier after its fall.
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