Trash Player
Augur
- Joined
- Jun 13, 2015
- Messages
- 495
Very likely rainbow. Any worthwhile incarnate bless wouldn't suffer casualties against PD.
Regarding mindburns, the most efficient way to avoid it would be to bring chaff with lower MR to eat them, correct?Risk. I'm all for overkill, but it isn't like kitted jarls or helhirdings would struggle killing the extra skellies assuming a somewhat fatigue neutral bless though, and Helkarls wouldn't stop anything Ermor could've brought to win that battle. Inefficient mages is what pads out those awful wipeout battles everyone gets once something unexpected shows up. Granted not very likely that a mass mindburn play or similar would show up in this case but still.
Mindless are immune to most S Thau, so quite a few options are out, like corpse constructs.
At Conj 5, you do have some options but those are costly in gems or mage turns. I would pick the wyverns.
They are disciplined, have decent MR, and can fly. They are summonable by jarls but quite mage turn intensive.
Indie infantries are probably still better if you can get good numbers of them.
Which indie infantry are good?Mindless are immune to most S Thau, so quite a few options are out, like corpse constructs.
At Conj 5, you do have some options but those are costly in gems or mage turns. I would pick the wyverns.
They are disciplined, have decent MR, and can fly. They are summonable by jarls but quite mage turn intensive.
Indie infantries are probably still better if you can get good numbers of them.
There's a lot of things Ermor could bring to that fight (maybe not in reality of the specific game but in the abstract) that the helkarls could save the day against. More skelespam being the obvious, or any kind of damage spell setup too, where killing the longdead horsemen asap would help finish the battle asap so limiting the amount of time you're taking damage. And casting DtD is generally a faster way to kill skeletons than thugging. The Helkarls did as many kills per head as the jarls, even if they hit the skeletons and not the equites.Risk. I'm all for overkill, but it isn't like kitted jarls or helhirdings would struggle killing the extra skellies assuming a somewhat fatigue neutral bless though, and Helkarls wouldn't stop anything Ermor could've brought to win that battle. Inefficient mages is what pads out those awful wipeout battles everyone gets once something unexpected shows up. Granted not very likely that a mass mindburn play or similar would show up in this case but still.
Volume and timing, imho. Ideally the heavy infantries or anything decently armored are best but if you have spare gold, may as well recruit anything that are disciplined. Remember to recruit indie commander in unforted provinces to ferry troops.Which indie infantry are good?
Other than light infantry/militia, I have acess to cavemen, Cynocephalians, lizards(fort), heavy infantry(fort), heavy cavalry, barbarians and a few tribes (wolf, horse, bear, deer)
Which indie infantry are good?
Other than light infantry/militia, I have acess to cavemen, Cynocephalians, lizards(fort), heavy infantry(fort), heavy cavalry, barbarians and a few tribes (wolf, horse, bear, deer)
Hoburg militias for doing what? They're cheap and stealthy but that doesnt really matter when they cant do anything useful.Which indie infantry are good?
Other than light infantry/militia, I have acess to cavemen, Cynocephalians, lizards(fort), heavy infantry(fort), heavy cavalry, barbarians and a few tribes (wolf, horse, bear, deer)
Good is such a relative word. Just go for the cheapest possible. Preferrably recruited close to where you want to use it, no sense slowing down your elite horsemen and costing upkeep. Halfling Militia would be ideal since they stealth and are cheap as sin, and I guess Wolves could do in a pinch ifyou're rolling in nature gems (undisciplined pretty much guarantees them being a one of though, and it's not as if upkeep matters that much). Mercenaries if you can get them on the cheap (people ten to gorget about them). Mind the relative HP of chaff/actual warriors and make sure not to mix squads to avoid HP routs and whatnot.
It is turn 53. I am churning out 4 lanterns/turn.Just curious, what is the turn count? That is some serious research, even with a pretender designed around that.
My five-cents: you have a very good chance of throne rushing without any serious resistance.
Players who are out of the contending circuit might just get it over with and the contenders not necessarily have the right tools.
Are the thrones close? How many do you need?