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June 13th, 2011, 11:35 AM
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First Lieutenant
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Join Date: Feb 2008
Location: Reno, Nevada
Posts: 605
Thanks: 11
Thanked 5 Times in 5 Posts
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Re: Expanded Nations Packs released!
Quote:
Originally Posted by WraithLord
What are the Reiksguard Cavalry stats and cost?- What makes them so good?
Are they better 1:1 than say, Bretonn knights of the realm or grail knights?
I did start an MP game with Altdorf but didn't have time to get far...
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Well, they have 21 armor and 16 defense, lances, heavy cavalry attack, and most importantly, Awe. You also get 12 of them for 1000gp and 120 Resources, along with a thuggish commander. The large amount of high-bonus Standard commanders in the army means that they don't normally rout unless they're pretty much annihilated, too.
So they're not as good as Grail Knights at 1:1; however, they cost 2/3rds the gold and 1/7th the resources, and do not require magical commanders, all while fulfilling most of the role. And I think we can agree that Grail Knights are basically the end-all and be-all of cavalry.
WOW updated: they cost 0 upkeep.
Last edited by Renojustin; June 13th, 2011 at 12:04 PM..
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June 13th, 2011, 12:19 PM
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First Lieutenant
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Join Date: Feb 2008
Location: Reno, Nevada
Posts: 605
Thanks: 11
Thanked 5 Times in 5 Posts
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Re: Expanded Nations Packs released!
Quote:
Originally Posted by Renojustin
WOW updated: they cost 0 upkeep.
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Ok after extensive testing this is not true.
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June 13th, 2011, 02:13 PM
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General
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Join Date: Oct 2007
Posts: 3,007
Thanks: 171
Thanked 206 Times in 159 Posts
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Re: Expanded Nations Packs released!
Yeah, the main point about reiksguard inner circle is the awe. Otherwise they aren't *that* special. They are purely inferior to the grail knight, but as said they are a bit cheaper than the grail knight. Grail knights are 120 gold per, with inner circle reiksguard being effectively a bit below 100. Grail knights of course have the nation-specific blesses with cool buffs attached too, and are sacred, so that definitely puts them far ahead if the bretonnia player has a decent bless in terms of overall power.
Empire's crossbows aren't that great just because they take a lot of work to mass. Armor is okay, but 99% of the time I'd rather have numbers than protection for crossbowmen. And the arbalest guys cost a bit more gold and use arbalests, which are kind of a double edged sword. The swordsmen are pretty much the most standout unit of the lot, but I would rather have, say, saurus infantry instead. Those guys are bruisers, and take pretty much no resources. They also beat f9s9 empire flagellants in equal numbers But yeah, I did win an mp game backed by hordes of empire flagellants.
Empire's biggest problems are really in early game, after that things start getting a lot smoother for them. But basically you have knights, flagellants, and arbalests to defend yourself with early game. And can't rely at all on magic.
__________________
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June 13th, 2011, 02:38 PM
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First Lieutenant
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Join Date: Feb 2008
Location: Reno, Nevada
Posts: 605
Thanks: 11
Thanked 5 Times in 5 Posts
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Re: Expanded Nations Packs released!
I would think that the way to defeat Empire is with an early-mid rush with a heavy magic focus. Just hit them hard with magic and don't stop until you bring them to their knees. But Flagellents, Swordsmen (11 atk, 12 defense, 11 morale base with sword, plate, and shield all for 12gp omg), super cheap knights, and Marksmen make a ring of pure faith and steel around anything you'd be assaulting, and even their PD is pretty fair. It'd be a tough nut to crack and a VERY fine line -- you'd need just the right mages with just the right spells or they could match you act for act with 1-magic casters and alteration/evocation.
But once that magic starts ramping up, look out, because even the kitchen sink is not sacred and it will be flung at you along with everything else. And they can survive very well with low income because of excellent cheap troops that are extremely hardy.
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July 19th, 2011, 03:42 AM
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General
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Join Date: Sep 2003
Location: Tel Aviv, Israel
Posts: 3,465
Thanks: 511
Thanked 162 Times in 86 Posts
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Re: Expanded Nations Packs released!
In an SP game I see that Eriu sends to the Arena what looks like a slinger. When you check its stats it is shown to be a "mother of mountains" with stats corresponding to a pretender.
I have 3.27, ENP 1.02, CBM 1.84, Sprites 1.10 & BI resources 2.1. I can UL the turn if that be helpful.
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September 19th, 2011, 02:22 PM
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Corporal
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Join Date: Sep 2011
Posts: 56
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Thanked 2 Times in 2 Posts
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Re: Expanded Nations Packs released!
This version of svarogia has name vila.tga and it is referenced as Vila.tga - this fails on Linux and, probably, on Mac.
Going to write script to find out similar problems in other mods.
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