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November 2nd, 2006, 03:52 PM
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Second Lieutenant
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Join Date: Mar 2004
Location: Gdansk, Poland
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Most narrow nations
I know I risk being redundant, I hope you can see my point. It is debatable which nations are strong and which are weak. But I think it can be safely said which are the most narrow in choices they offer. And which allow widest choice of strategies.
I'm also trying to kill some time while waiting for my copy to arrive. As usual, I have problems choosing the right nation for my playing style, which is... I don't know. I'd hope this thread would help me decide. I don't like *too* narrow nations, but moderately limited one could be good start, because it isn't so overwhelming at first. Especially magic. I like to experiment a lot.
In some ways, nations too narrow/specialised can be considered worse, but that is not always the case.
I'll start. MA Ulm is probably one of most narrow nations, if it's anything like in Dom2. Heavily armored and armed infantry, some heavy knights, poor priests, mages specialised in earth, forging an (??)fire in lesser extent, if I remember correctly. No light infantry or even bows available mean MA Ulm is stuck with its heaviness unless it makes use of independents.
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Those who do not understand Master Of Magic are condemned to reinvent it - badly.
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November 2nd, 2006, 04:00 PM
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Shrapnel Fanatic
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Join Date: Oct 2003
Location: Vacaville, CA, USA
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Re: Most narrow nations
Some people have trouble seeing the narrowness of the nations, and the same for wide-coverage of a nation.
What can be helpful is to try and think about how many strategies there are.
armored
horde
defensive
research
stealth
fly
summoning
forging
castling
dominion
harsh dominion
victory point
Hmmm I think there are others but thats an interesting list for now.
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-- DISCLAIMER:
This game is NOT suitable for students, interns, apprentices, or anyone else who is expected to pass tests on a regular basis. Do not think about strategies while operating heavy machinery. Before beginning this game make arrangements for someone to check on you daily. If you find that your game has continued for more than 36 hours straight then you should consult a physician immediately (Do NOT show him the game!)
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November 2nd, 2006, 04:08 PM
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Major
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Join Date: Sep 2003
Location: The Forest of Avalon
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Re: Most narrow nations
I confess I like nations with somewhat 'narrow' magic. Sometimes the array of choices makes it too hard to decide on one effective strategy, and instead try to do a whole lot of things poorly.
Also, even the more narrow nations have broadened some in D3 compared to D2, for example MA Ulm's Smiths now have a 10% chance of getting FAES, in addition to the 1F2E they had before. But it's probably still the 'narrowest' nation.
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November 2nd, 2006, 04:09 PM
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National Security Advisor
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Join Date: Sep 2003
Location: Eastern Finland
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Re: Most narrow nations
MA Ulm has stayed mostly the same. Slow heavy infantry, armored Arbalests, etc. Their Master Smiths have a 10% random now. FAES gives them access to Fire 2, or Phoenix Power and Augury; or Air/Earth combo items (which are pretty nice IMO) and few Lightning spells, perhaps Storm Bows; E3, 4 with Earth Boots, 5 with Earth Power, which is enough for all Earth combat spells... Astral gives them access to Gifts from the Sky, of course, also quite nice.
Not much less narrow, but MA Ulm COULD have a surprise up their sleeve now.
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November 2nd, 2006, 04:14 PM
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Major
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Join Date: Jan 2006
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Re: Most narrow nations
Try Sauromatia, they can literally do every type of strategy. Pan as well.
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November 2nd, 2006, 04:36 PM
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Sergeant
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Join Date: Oct 2006
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Re: Most narrow nations
MA Abysia is pretty narrow IMO. Basically all you have is slow, heavy infantry for nationals. They only have 4 paths to choose from, Blood, Astral, Fire, and a small chance at Earth, so conjuration won't yield much for summons to supplement your infantry so you have to use Blood summons. Plus they're basically pigeonholed into taking Order, Prod, and Growth scales so you're pretender is going to be at least dormant.
They're strong, but they don't have a lot of playstyle options until much later in the game when, basically, everyone has those options at that time anyway.
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November 2nd, 2006, 05:41 PM
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Re: Most narrow nations
LA Ermor is (unsurprisingly) very narrow. Probably the most narrow in terms of pretender design even: you have to take several death magic points (anything below 4 is pretty suicidal) and an awake pretender, as a sleeping pretender *will* get you killed. fast. A strong dominion is also, while not absolutely necessary, still very important.
Also, for late age your national troops (read autosummons) plain suck. And getting priests with high magic to cast those whole-battlefield undead buffs is quite expensive, better summons are more economical. A bless will also be wasted on Ermor as you'll only get decent amounts of decent blessable troops quite late. (and good priests are still expensive)
Also, they lack several hundred coolness points because they're restricted to lame zombies and skeletons instead of the awesomeness of ghostly roman legions.
Tien Chi MA are very diverse. And you'll have to utilize that, as you get comparatively wek mages that have lots of different paths to make up for it. You also get a nice mix of national troops and summons.
Also unsurprising, since MA Tien Chi is basic Tien Chi from D2. Though a bit better imo.
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November 2nd, 2006, 05:58 PM
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Major
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Join Date: Jan 2006
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Re: Most narrow nations
Tien Chi MA is very diverse?! They're practically pidgeon holed into a consort spam strategy backed by imperial xbows!
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