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April 22nd, 2010, 07:59 AM
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First Lieutenant
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Join Date: Jul 2002
Location: Brasil
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Re: Guiding Jomon
Necromanthic post:
I know that this thread is very old, but instead of creating a new one i think that i would post here my recent experiences with Jomon.
I think i found a good strategy to, in the early game, compensate for the weak jomon defense against archers:
Recruit Monks of the Fivefold paths and use the ones with Air magic to protect your troops. The special spell of the Air monk protect the troops from missiles (beyond giving a small bost in morale) so park 2 or 3 of these monks behind your troops casting the "sign"...
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April 22nd, 2010, 08:24 AM
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BANNED USER
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Join Date: Feb 2007
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Re: Guiding Jomon
The issue is that just to have 2 or 3 of these monks, which is only enough to cover one army, you need to have recruited a lot of the buggers. And generally they aren't that great.
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April 22nd, 2010, 08:56 AM
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Major General
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Join Date: Feb 2004
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Re: Guiding Jomon
Jomon got a bunch of new units in a patch that significantly open up their flexibility. They're a pretty powerful underwater nation now including underwater PD which is pretty rare, and they've got several different land summons that really change how they play (in a good way)
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April 23rd, 2010, 11:56 PM
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Corporal
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Re: Guiding Jomon
Quote:
Originally Posted by Baalz
Jomon got a bunch of new units in a patch that significantly open up their flexibility. They're a pretty powerful underwater nation now including underwater PD which is pretty rare, and they've got several different land summons that really change how they play (in a good way)
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I'm anxiously awaiting the Baalz guide to Jomon! I really want to hear what your devious use of the sacred dragon mages jomon can recruit underwater.
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April 24th, 2010, 04:00 AM
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General
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Re: Guiding Jomon
What I want to know is how to use karasu tengu efficiently as thugs. I have this feeling that them and small groups of konoha tengu could be made into decent raiding squads. The problem is all of the above units are incredibly fragile and somewhat hard to use. They're pretty cheap, though!
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April 24th, 2010, 04:37 AM
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Colonel
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Re: Guiding Jomon
Quote:
Originally Posted by rdonj
What I want to know is how to use karasu tengu efficiently as thugs. I have this feeling that them and small groups of konoha tengu could be made into decent raiding squads. The problem is all of the above units are incredibly fragile and somewhat hard to use. They're pretty cheap, though!
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I think that they are better as anti-thugs with small Tengu squads. High attack value + stormflying. Just replace the weapon with something nasty and you are pretty much good to go.
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May 19th, 2010, 09:22 PM
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Second Lieutenant
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Re: Guiding Jomon
How do the new Monks figure into the Jomon Strategy? They make good researchers and Fear Not gives many troops to needed boost against arrows. Meditation/Teaching with a Crystal Matrix, makes them great additions to a reverse communion. The last two signs are only for specific situation.
Also, would the new Water Units be considered thugs or SC?
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May 19th, 2010, 10:33 PM
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Second Lieutenant
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Re: Guiding Jomon
The new monks are nice as researchers, but you also lose the chance to get sweet random combos on your Onmyo-ji or Master Shugenja. They're still good, but I find that I need ~50 of my other casters just to get the path combos I want, so I don't get so many.
Ryujin are definitely thugs--they work fine against PD, but they simply don't have the chops to be full SCs. They don't have the hitpoints for it, don't get a second misc slot, and they're absolutely shut down encumbrance-wise if it's cold out.
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