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April 16th, 2007, 05:42 PM
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Sergeant
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Join Date: Oct 2003
Location: Vienna, Austria, Europe
Posts: 234
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small tips: micro-managed Elephants
not so cool like the Kraken, but maybe useful for new players (got this from dom2 thread):
If you get Elephants or other big units, your main fear is that those beasts rout and trample over your own troops.
Avoid that by placing an nature mage in the square over (north of) the Elephant and let him cast Beserk.
Set the Elephant on "Hold and Attack". Note that the Elephant will attack as soon as become berserked. If possible, have an Astral mage in the same square as the Nature mage cast Body Etheral and/or Luck.
Cast any buff spell that has short range and Area of Effect of 1 square.
You can replace each Elephant with 2 cavalry units.
Place mages in the combat squares north and south of each Elephants, casting buffs.
Enjoy the sight of unbreakable, etheral (75% chance to avoid hit) Elephants trampling over your enemys.
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April 16th, 2007, 06:06 PM
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Major General
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Join Date: Mar 2007
Location: Seattle
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Alexander\'s Ever-expanding Tome of Knowledge
Combine a D9 blessing with a Shroud of the Battle Saint and Evocation spells. Falling Fires and Cloud of Death are already great spells, but usually don't do enough damage to kill a unit on the first hit. If the casting mage has a high Death blessing, however, they inflict enough damage to afflict an enemy most of the time. Weakness seems to be especially common, with Cripple, Battle Fright, and Lost An Arm making a showing too.
If you take an E4 blessing the mages in question also benefit from the slight boost to reinvigoration.
-Max
__________________
Bauchelain - "Qwik Ben iz uzin wallhax! HAX!"
Quick Ben - "lol pwned"
["Memories of Ice", by Steven Erikson. Retranslated into l33t.]
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April 16th, 2007, 07:20 PM
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Second Lieutenant
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Join Date: Oct 2003
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Re: Alexander\'s Ever-expanding Tome of Knowledge
SCOUT FERRY
Construction-2 has got two breathing items, the ring of water breathing and shambler skin armour. Using only three of these, it's possible to send an unlimited number of scouts, spies or assassins through underwater provinces to land on the other side.
Give one scout the shambler armour and two scouts water breathing rings. Have them travel underwater until they reach a land province. Once there, give all the breathing items to one scout, and have him travel back underwater, whilst the other scouts disperse. Repeat as needed. It's time consuming, but efficient.
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April 17th, 2007, 04:59 PM
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General
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Join Date: Oct 2006
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Niefelheim *Jarl-Push* Primer
Niefelheim is a powerful nation with great troops.
By far it's greatest troops are the Niefel Jarls themselves-and they're equally deadly against living and undead enemies.
You can maximize this ability by choosing an Imprisoned Cyclops with totally negative scales (make sure temperature is set to cold, because that only helps you).
You can then add those points to Earth (10), Water (10), and Nature (10) for a practically unstoppable bless. The extra 7 points go right into Dominion (3).
Perfect efficiency!
Don't bother with regular Niefel Giants-atleast at first.
Build up your gold and buy Jarls only-you won't have much gold to begin with, anyway, but that should quickly change.
Also, kill off your starting army by any means possible, because they're a really big money-pit in the early game, and if you keep them around they may get you killed before you get your first Jarl (the longer you go without a Jarl, the more chances you have to lose your Temple or Lab to bad luck, and that'll finish you in the first turns of a multi-player game).
Your first Jarl should become your Prophet. Use him to expand your domain, and he can also help maintain your Dominion. If the Arena comes around early in the game (like within the first 10 turns), stick him in-he should be strong enough to beat anything else in the game at that point, except for a really tough SC Pretender, and if he wins, he'll get 3 stars of experience and a nifty trident for free. At that point, he should be able to tackle most neutral provinces by himself.
Keep buying Jarls-you should soon have enough gold income to buy 1 every round, if you're lucky. At that point, start leaving some of the Jarls in your home-provinces to pray and to research construction so you can arm your Jarls and maintain your Dominion. Don't worry about expanding your Dominion very quickly-as long as it's strongly maintained in your core provinces, you should be fine, and your poor scales will really hurt you in the long run, so out run them with swift expansion until you can inflict them on your enemies' home provinces with your Jarls.
You may want to avoid provinces with lizardmen at first, unless you need the province for strategic reasons, because their shamans are really efficient at cursing your Jarls. You can build a small force of non-Niefel jotuns for this purpose in the later stages of the game. Skin-shifters are ideal for this purpose.
You should also start building scouts and creating a scout supply-train by equipping scouts with an endless bag of wine and endles cauldrons of broth, each, and then attaching them to your armies. This becomes easy once your Pretender shows up, and forging these should eventually become his main job-after he's searched your Core provinces for magic sites.
Your Pretender also makes a handy defender SC in a pinch, if you equip him, but don't risk him without a very good reason, because he's your main earth/nature mage and he won't be much better than a well-equipped Jarl.
Expect some of your Jarls to become Cursed eventually. It shouldn't hurt them that badly-they won't get hit that often, but it's something to be aware of. Counter with the Ritual Spell "Gift of Health" (Enchantment 5/Nature 5) which heals afflictions on your troops, en masse, and grants extra HP-infact, stockpile Nature Gems (you'll need atleast 50) and research this spell as soon as possible after your Pretender awakens. Horror-marks are somewhat more dangerous. It's a good idea by late-game to protect your Jarls from assassins with regular Niefel bodyguards and to equip your Pretender with a ring of warning.
Look for neutrals that give you sacred troops-especially sacred calvalry-they'll help diversify your forces, which can make you stronger, overall.
Eventually, you'll have more provinces than just Jarls can defend easily, at which time you can put expansion on the back-burner and start consolidating your forces/ strengthening your borders-you can use regular Niefels, in moderation, to suppliment your Jarl-and building up a couple of stronger attack-forces to hit neighboring human nations.
Build labs and temples in your most strategically important provinces so that you can place multiple Jarls there, and then get the full benefits of their research and prayer. Fortresses will let you build boulder-throwers, javelineers, skinshifters and huscarls on the spot-expensive, but quick-it may end up saving your province from the longest and worst attacks.
When you've got a surplus of cash, put one Jarl in each of your border-provinces to help out your PD, and keep expanding. Your Jarls are actually better defenders than they are expanders/attackers, since they can move over 3 owned provinces in a single turn, but only 1 province they don't already own-allowing you to quickly dispatch reinforcements to troubled areas-a very useful ability indeed. Build up squads of 3 or more Jarls-possibly with supplimental Niefel troops-in centralized locations within 3 provinces of your borders, so that you can ship them off to relieve defenders in case of attacks. Afflicted Jarls should go here too, and incase of a massive border collapse, these locations can also serve as rallying-points and magic equipment stockpiles for specialty items, like Gate-Cleavers.
Don't buy non-sacred troops, unless you have a good reason! like buying mages who have paths you lack (fire, especially) and reacting to strong attacks. Otherwise, they're just cash-leeches, given your bless and the horribly bad scales you have.
Good scripted level 1 combat-spells for Jarls are Breath of Winter, Holy Avenger, and (for some) Air Shield.
Some good combat equipment for Jarls (off the top of my head) are: horror helmet, sword of swiftness, rhyme hauberk, hydra-skin armor, fire plate, dragon helmet, amulet of magic resistance, wraith sword, golden shield of awe, ring of regeneration, ring of fire resistance, pendant of luck, storm bow, midget masher, boots of the behemoth, lucky coin shield, amulet of rejuvenation, amulet of missle-protection, wraith crown, and hellsword.
When you've conquered the land, amulets of water-breathing should be easy for your Jarls to mass-produce.
Even if they don't have the very *best* equipment possible, it's a good idea to improve the quality of your Jarls on a quantity basis. If you can't make swords of swiftness fast enough, give them piercers or ice swords. You can save the better, more efficient equipment you can produce later on for your experienced Jarls with heroic abilities. Don't worry *too* much about saving gems for the end-game, while there are some higher end spells which will help you, the lower-end spells will help your Jarls a lot too, and the only one that's a real *need* is "Gift of Health".
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April 17th, 2007, 05:30 PM
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Second Lieutenant
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Join Date: Oct 2003
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Re: Niefelheim *Jarl-Push* Primer
I don't think that would work. Using Jarls to research is hopeless, you'll never get anywhere.
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April 17th, 2007, 05:49 PM
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General
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Join Date: Oct 2006
Posts: 3,445
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Re: Niefelheim *Jarl-Push* Primer
Nah, Jarls are great researchers. They've got like 5-7 points of researching ability each, and they can forge skulls pretty easily. On top of that, they can arm-wrestle a dragon, so what's not to like? If you really don't care for them though, you can always use Gygjas-it's just kind of wasteful.
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April 17th, 2007, 06:14 PM
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Brigadier General
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Join Date: Oct 2006
Location: Northern Ireland
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Re: Niefelheim *Jarl-Push* Primer
Lets pay 500 gold for 6rp a turn! yay us... 
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April 17th, 2007, 06:23 PM
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General
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Join Date: Apr 2005
Posts: 3,327
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Re: Niefelheim *Jarl-Push* Primer
Yeah, build Jarls as thugs and use the other mages for research.
If you're not sending a mage out to fight, why is Gygja wasteful?
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April 17th, 2007, 06:37 PM
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Major General
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Join Date: Sep 2006
Posts: 2,198
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Re: Niefelheim *Jarl-Push* Primer
Well...Honeybadgers method is extreme but it is very sound in principle. I am basically following a similar strategy in a MP at the mo. Basically why recruit inferior units? Just recruit purely sacred troops and have a massive bless, then the giants of Niefelheim can walk where they wish and none can stand before them, hopefully!
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April 17th, 2007, 07:14 PM
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General
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Join Date: Oct 2006
Posts: 3,445
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Thanked 79 Times in 51 Posts
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Re: Niefelheim *Jarl-Push* Primer
That's what I'm going with here, that you not waste gold on mages you can pretty much *only* use for research. Why not use Jarls to research for a while, and then have more Jarls around by the end of the game, since you can only recruit 1 mage-type a turn from your home-province anyway?
Why use that single slot for a mage that isn't also a Jarl? Yeah it's great to recruit other mages at other provinces for research-go ahead. But in your home province, you've got two choices, a Jarl or something *Other* than a Jarl.
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