Re: EA Ermor Guide
My summary of Ermor goes along these lines:
I regard EA ermor as incredibly thematic. They *have* to fail to result in MA/LA Ermor. And so they do - their soothsayers
have only 1 S. Which is an incredibly difficult to bootstrap.
They lack Earth/Water/Nature/Air access, except on a single ? basis. No blood access.
No thugs. Difficult to boost to S3 for gateway.
Their (slim) pluses: Great troops. Good Site searchers. Good research.
Site search the hell out of everything. Plan on death/fire for thugs.
Your troops / mages are strong enough to deter an early rush. Terror / Prison of Fire
I think you need a rainbow pretender to cover your magic deficiencies. Save the points - put him to sleep.
Income really isn't a problem for Ermor - its easy to overspend on forts. Instead, put forts in choke locations and after that stick everything into mages.
Your elders can hit four schools (Death, fire, astral air) on manual searches. Plan on manual site searching - and ignore thau initially.
Last edited by chrispedersen; April 1st, 2009 at 10:29 AM..
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