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  #141  
Old July 24th, 2009, 08:37 PM

statttis statttis is offline
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Default Re: Tourmaline - Mod Nations Game (Playing)

Over half of the territories I've seen so far are heavy cav, including all but 1 of my capital borders. I would be ruined if I was using a nation with weak troops.
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  #142  
Old July 24th, 2009, 08:43 PM

rdonj rdonj is offline
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Default Re: Tourmaline - Mod Nations Game (Playing)

Yeah, I'm in the same situation. Heavy cavalry, wind masters, elephants, and this turn? I found some druids and dark vines. Sigh. I really shouldn't have let myself be cowed in the beginning by a HC province I shied away from, I have this feeling I'm really going to regret it in a few turns. Unless maybe one of my neighbors happens to be playing skavens or tharoon... but I am betting it will be alugra or something :P
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  #143  
Old July 26th, 2009, 01:28 AM

Trumanator Trumanator is offline
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Default Re: Tourmaline - Mod Nations Game (Playing)

Well when I was playing around with the skaven preparatory to this I actually found that the plague censor sacreds were quite good at expansion with something like an S9D?N4 bless. Just 5 with a shaman/priest/whatever could comfortably clear a few provinces, and you can churn that out in a single turn.
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  #144  
Old July 26th, 2009, 01:44 AM

rdonj rdonj is offline
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Default Re: Tourmaline - Mod Nations Game (Playing)

Interesting. I would never have tried to expand using censor bearers. How do they fare against cavalry/elephants? This is where I'd really expect them not to work out so well, at least not without some kind of screen.

Also, are you back? Do you need nehekhara transferred over to your control now or has llama already done that?
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  #145  
Old July 26th, 2009, 03:29 AM

Lavaere Lavaere is offline
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Default Re: Tourmaline - Mod Nations Game (Playing)

Censor Bearers do make good expanders, with a screen of there green friends. Though against large enemies and missile heavy armies they can die quickly.
I've come to realise if you want to play Skaven then take a F9 or D9 bless. To make your sacred have magical weapons.
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  #146  
Old July 26th, 2009, 12:58 PM

Trumanator Trumanator is offline
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Default Re: Tourmaline - Mod Nations Game (Playing)

Yes I am back. I don't know if llama has transferred me, but I haven't gotten a turn file yet.


Back to skaven, I found that they are actually surprisingly good against cavs, but I didn't quite have the courage to send one of those expansion parties against eles. The best part about that bless is that you can get it quite cheaply, and you also get to use a thematic pretender (gray seer).
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  #147  
Old July 26th, 2009, 03:35 PM

rdonj rdonj is offline
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Default Re: Tourmaline - Mod Nations Game (Playing)

Yeah, we just got a new turn this morning. You will want to send me your email address and I'll set you back up with your nation.

Next time I'm playing skavens I'll have to try that....
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  #148  
Old July 26th, 2009, 06:32 PM

Sombre Sombre is offline
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Default Re: Tourmaline - Mod Nations Game (Playing)

I would expect censers to do great against elephants, since they hit so hard. Mixed in with other pestilens they get cav def down enough to hit them and again their damage output is very high (since they have a huge two handed weapon).
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  #149  
Old July 27th, 2009, 05:42 AM
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Ferrosol Ferrosol is offline
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Default Re: Tourmaline - Mod Nations Game (Playing)

For the skaven I find that a W9N4 bless works quite well and that using Censer bearers mixed with plague monks makes a good expansion army. You can get this using a Frost Father plus decent scales and a further level 4 bless of your choice. I prefer A4 for the increased protection from arrows and the extra magic diversity but really anything works.
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  #150  
Old July 27th, 2009, 09:54 AM

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Default Re: Tourmaline - Mod Nations Game (Playing)

That works too, but the advantage of the S9 is that it gives you a kickass pretender for the late game.
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