PREVIEW IMAGE
-- version 1.4
-- FIX - Just shuffled around IDs to make this conflict free with Warhammer MA, CBM, Endgame Summons, FW Thugs
-- version 1.35
-- FIX - sorted out bug with urtyr shaman summon
-- version 1.3
-- CONTENT - Added "Bray of the Urtyr" spell
-- CONTENT - Added Urtyr shaman and troops as blood summons
-- TWEAK - Slightly upped companion protection - leather cuirass to hauberk
-- TWEAK - Recosted some commanders and troops slightly
-- TWEAK - Tweaked Myrmidon description.
-- TWEAK - Helgrot scout brought to stealth 10 in line with other scouts
-- TWEAK - Gilgan fear, berserk and cost reduced slightly.
-- TWEAK - Blackwing riders got scale mail hauberks to make them more useful and accentuate the foreign influence on them
-- TWEAK - Blood Wind pretender removed. I never liked it.
-- Version 1.2
-- FIX - Argan myrmidon captain's move to be the same as his troops
-- FIX - Apparently weapon 57 was sickle, not hoof. Hoof is 56. Fixed.
-- FIX - Hoof attacks on sworn companion and blackwing changed to non str based horse hoof attack id 56
-- TWEAK - No more misborn starting scout. Now they get a nice helgrot scout instead.
-- TWEAK - Misborn are now younger, with lower maxage.
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UPDATE TO 1.1
Very minor fix here. I messed up the mr on some units, so now I've sorted that out. I also added a bit of gold cost to the augurs, so you have to pay them upkeep. Not much though.
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UPDATE TO 1.0
Fixed price error for Harpy.
Reduced cost of Augurs.
Some other tweaks (primarily resource cost corrections. Now Arga is more of a sloth nation, befitting their lack of armour.)
UPDATE TO 0.9
Added a harpy blood summon
Added an Augur mage blood summon
Tweaked many a stat
UPDATE TO 0.8
This update addresses some balance issues, fixes a bug or two I recently spotted and gives the Argans a fine pretender selection, including a new national one, the Blood Wind.
UPDATE TO 0.7
This is a small update fixing numerous bugs in the previous version. Sorry about that, but it's worth downloading this, trust me.
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VERSION 0.6 ATTACHED
Includes a whole bunch of stuff. Couple of new recruitables, changed values, moved to the middle era rather than early, 3 national heroes.
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A society which venerates war and bloodshed. Their city nation watched over the imprisoned Gilgan blood giants. Following a terrible war it seemed Arga would be razed and forgotten, a terrible fate for a once glorious nation. In their darkest hour the Argans turned to the blood giants and swore an oath in exchange for power that would allow them to save their city and slay their foes. The Gilgan's were freed and not only fought the enemies of Arga but gave a 'gift' to those who swore loyalty to them. This gift was a glimpse of the afterlife, of Dis, a terrible place of brutal conflict where the strong reigned. The newly sworn Argans turned to their foes as changed men and fought like devils, finally defeating them and saving their city. Now Arga is a changed city, more brutal and violent than ever, more focused on slaughter and glory. It is effectively ruled by the Gilgans and with the coming of God they have turned their attentions to the surrounding lands.
Strengths:
1. Truly elite infantry
2. Frightening shock cavalry
3. Effective Haimgrot blood hunters
4. Thuggable Gilgans
5. Magical diversity via Augur summon
Weaknesses:
1. Spears are poor against high protection
2. Gilgans and Companions cap only and expensive
3. No preaching
4. Lack good missile weapons
5. True elite aren't sacred
Note: Sworn Brothers and Sworn companions fight on after death in a temporary 'mortally wounded state'.