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eriu-ma [2023/07/31 21:00]
brightsideguy [Summons & Freespawn]
eriu-ma [2023/12/02 08:34] (current)
fenrir [Heroes]
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 | {{:nations:ma:eriu:fir_bolg_2.png?28&nolink}}           | **??Fir Bolg#1787??**\\ {{:misc:gui:gold.png?15&nolink}} 13\\ {{:misc:gui:resources.png?15&nolink}} 10 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 15                                                                                                                                                                                                                                                                                                                                                                                                                                | :::                                                                                                                                                                                                                                                                                                | | {{:nations:ma:eriu:fir_bolg_2.png?28&nolink}}           | **??Fir Bolg#1787??**\\ {{:misc:gui:gold.png?15&nolink}} 13\\ {{:misc:gui:resources.png?15&nolink}} 10 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 15                                                                                                                                                                                                                                                                                                                                                                                                                                | :::                                                                                                                                                                                                                                                                                                |
 | {{:nations:ma:eriu:daoine_sidhe.png?28&nolink}}         | **??Daoine Sidhe??**\\ {{:misc:gui:gold.png?15&nolink}} 35\\ {{:misc:gui:resources.png?15&nolink}} 12 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 23\\ {{:misc:gui:fortress.png?20&nolink}} Capital Only  | {{:abilities:sacred.png?20&nolink}} [[sacred]]\\ {{:abilities:stealthy.png?15&nolink}} [[Stealthy]] (65)\\  {{:abilities:darkvision.png?20&nolink}} [[Darkvision]] (50%)\\ {{:abilities:glamour.png?20&nolink}} [[Glamour]]\\ {{:abilities:iron_vulnerablity.png?20&nolink}} [[Iron Vulnerability]](1) \\ {{:abilities:forestsurvival.png?20&nolink}} [[Forest Survival]]  | Remember TNN's non-sacred elite option? Now it IS your sacred, wiping some of its benefits. \\ Oh well, it's not like you have Tuatha troops anymore. \\ Their stats are a small upgrade over the Fir Bolg (literally +1 in the offensive areas), and they have helmets. The premium on them mostly comes from the Glamour, which effectively doubles their chance to avoid **melee** attacks until they **take damage** once. Without the [[Shield]] Parry, the Sidhe's Defense is 11 instead of 15; this means their Glamour isn't very long-lasting against units with high-power attacks (25 or so, based on the Shield's damage reduction and the Sidhe's armor) or [[Armor-Negating]] chicanery. Being Stealthy means you can choose your battles more effectively with them, though, hitting soft spots in the enemy. \\ A Damage-boosting [[Bless]] will put their attack skill to work, while an evasion-boosting bless (even Twist Fate) can make them more-formidable line-holders for whatever magic you have planned.                                                                                                                                                                                                                                                                                              | | {{:nations:ma:eriu:daoine_sidhe.png?28&nolink}}         | **??Daoine Sidhe??**\\ {{:misc:gui:gold.png?15&nolink}} 35\\ {{:misc:gui:resources.png?15&nolink}} 12 \\ {{:misc:gui:recruitmentpoints.png?15&nolink}} 23\\ {{:misc:gui:fortress.png?20&nolink}} Capital Only  | {{:abilities:sacred.png?20&nolink}} [[sacred]]\\ {{:abilities:stealthy.png?15&nolink}} [[Stealthy]] (65)\\  {{:abilities:darkvision.png?20&nolink}} [[Darkvision]] (50%)\\ {{:abilities:glamour.png?20&nolink}} [[Glamour]]\\ {{:abilities:iron_vulnerablity.png?20&nolink}} [[Iron Vulnerability]](1) \\ {{:abilities:forestsurvival.png?20&nolink}} [[Forest Survival]]  | Remember TNN's non-sacred elite option? Now it IS your sacred, wiping some of its benefits. \\ Oh well, it's not like you have Tuatha troops anymore. \\ Their stats are a small upgrade over the Fir Bolg (literally +1 in the offensive areas), and they have helmets. The premium on them mostly comes from the Glamour, which effectively doubles their chance to avoid **melee** attacks until they **take damage** once. Without the [[Shield]] Parry, the Sidhe's Defense is 11 instead of 15; this means their Glamour isn't very long-lasting against units with high-power attacks (25 or so, based on the Shield's damage reduction and the Sidhe's armor) or [[Armor-Negating]] chicanery. Being Stealthy means you can choose your battles more effectively with them, though, hitting soft spots in the enemy. \\ A Damage-boosting [[Bless]] will put their attack skill to work, while an evasion-boosting bless (even Twist Fate) can make them more-formidable line-holders for whatever magic you have planned.                                                                                                                                                                                                                                                                                              |
 +==== Heroes ====
 +Eriu has some pretty-ridiculous heroes, considering how average most of the faction is.
 +
 +^ Sprite                                                  ^ Unit Name                       ^ Abilities                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                      ^ Comments  ^
 +| {{:nations:ma:eriu:fir_bolg_hero.png?nolink}}  | **??Ferdiad - Fir Bolg Hero??**  | {{:abilities:berserker.png?15&nolink}} [[Berserker]] (+5)  | When's the last time you've seen a unique hero who's worse than their multihero counterpart? \\ Anyway, Ferdiad is odd for having normal Defense while Berserked. He also has 17 Strength and **20** Attack while Berserked.        |
 +| {{:nations:ma:eriu:hero.png?nolink}}  | **??Cu Chulainn - Hero??**  | {{:abilities:awe.png?15&nolink}} [[Awe]] (3) \\ {{:abilities:resist_fire.png?15&nolink}} [[Fire Resistant]] (15) \\ {{:abilities:trample.png?15&nolink}} [[Trample]] \\ {{:abilities:fire_shield.png?15&nolink}} [[Fire Shield]] (8) \\ {{:abilities:berserker.png?15&nolink}} [[Berserker]] (+8) \\ [[Mounted]] \\ [[berserker|Mounted Berserker]] | An insane Trampler who still has 15 Defense while Berserked. He's the only Mounted unit who can go Berserk, by the way. \\ His ludicrous Defense, Awe, and Fire Shield all make him a more-effective Trampler than most, at least at surviving; however, he doesn't have the HP of an ??Elephant??, nor the size. \\ Consider putting actual armor on him.  |
 +| {{:nations:ma:eriu:last_partholonian.png?nolink}}  | **??Tuan - Last Partholonian??** \\ //Minimum arrival turn: 10//  | {{path>A2W1D4R29}} \\ {{:abilities:sacred.png?15&nolink}} [[Sacred]] \\ {{:abilities:immortal.png?15&nolink}} [[Immortal]] \\ {{:abilities:stealthy.png?15&nolink}} [[Stealthy]] (65) \\ {{:abilities:darkvision.png?15&nolink}} [[Darkvision]] (50%) \\ {{:abilities:glamour.png?15&nolink}} [[Glamour]] \\ {{:abilities:spell_singer.png?15&nolink}} [[Spell Singer]] \\ {{:abilities:iron_vulnerablity.png?15&nolink}} [[Iron Vulnerability]] (1) \\ {{:abilities:adept_researcher.png?15&nolink}} [[Adept Researcher]] (+10) | Calling Tuan "game-changing" for Eriu might be a stretch, but he's the star of the hero line-up. \\ Virtually undetectable on the strategic map, immortal, and boasting ??Wailing Winds?? access without any extra gems or boosters; he can even cast ??Stygian Rains?? with a ??Water Bracelet??. \\ He even passes the threshold for summoning other Immortal Death-casters, if you have the gems to spare.   |
 +| {{:nations:ma:eriu:trainer_of_heroes.png?nolink}}  | **??Scathach - Trainer of Heroes??**  | {{path>A3D2R15}} \\ {{:abilities:sacred.png?15&nolink}} [[Sacred]] \\ {{:abilities:resist_shock.png?15&nolink}} [[Shock Resistance]] (5) \\ {{:abilities:flying.png?15&nolink}} [[Flying]] \\ {{:abilities:stealthy.png?15&nolink}} [[Stealthy]] (65) \\ {{:abilities:darkvision.png?15&nolink}} [[Darkvision]] (50%) \\ {{:abilities:glamour.png?15&nolink}} [[Glamour]] \\ {{:abilities:spell_singer.png?15&nolink}} [[Spell Singer]] \\ {{:abilities:fortune_teller.png?15&nolink}} [[Fortune Teller]] (15%) \\ [[Female]]  | Scathach is like Tuan, but with less magic in exchange for innate flight. \\ You also have to be more careful with her, since she's not Immortal. \\ Lastly, she's a better fighter than Tuan, but easier to instakill due to her lower [[Magic Resistance]]. \\ If you don't need her, set her in your capital so she'll keep the bad events off of it.  |
 +| {{:nations:ma:eriu:fianna.png?nolink}}  | **??Fianna??**  | {{:abilities:sacred.png?15&nolink}} [[Sacred]]\\ {{:abilities:inspirational.png?15&nolink}} [[Inspirational]] (+1) \\ Multihero  | Size-3 stats on a Size-2 fellow, owing to their Fomorian ancestry. \\ Aside from that, they're like un-mounted [[man-ma|Knights of the Stone]] or [[bogarus-la|Bogatyrs]]; an excuse to not recruit new troop-leaders if you haven't gone {{scales>Mf3}}.  |
 +
 ==== Summons & Freespawn ==== ==== Summons & Freespawn ====
  
 ^ Sprite                                       ^ Unit Name                                                                   ^ Comments                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                      ^ ^ Sprite                                       ^ Unit Name                                                                   ^ Comments                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                      ^
-| {{:nations:ma:eriu:cu_sidhe.png?30&nolink}}  | **??Cu Sidhe??**\\ {{gems>6N}} \\ Requires {{path>N2}} \\ 7 units per cast  | Eriu's only summonable unit, the Cu Sidhe is a size 3 sacred elvish dog. Their prot and MR are surprisingly high for animals, and their higher hp and decent damage attack can mitigate their low attack density. Their high combat speed also means that they can bodyguard Sidhe Lords that are running into combat. However they remain a questionable use of N gems in most situations, lacking the glamour and high def skill which makes your other elf troops strong, and still possessing all the same weaknesses. If you're running a heavy bless, access to summonable sacreds from a fairly gem and mage-turn efficient spell can give them a role, but they are probably best avoided.  |+| {{:nations:ma:eriu:cu_sidhe.png?30&nolink}}  | **??Cu Sidhe??**\\ {{gems>6N}} \\ Requires {{path>N2}} \\ 7 units per cast  | Eriu's only summonable unit, the Cu Sidhe is a size 3 sacred elvish dog. Their prot and MR are surprisingly high for animals, and their higher hp and decent damage attack can mitigate their low attack density. Their high combat speed also means that they can keep pace as bodyguards for Sidhe Lords that are running into combat. However they remain a questionable use of N gems in most situations, lacking the glamour and high def skill which makes your other elf troops strong, and still possessing all the same weaknesses. If you're running a heavy bless, access to summonable sacreds from a fairly gem and mage-turn efficient spell can give them a role, but they are probably best avoided.  |
  
 ===== Magic ===== ===== Magic =====
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 ==== Notable Generic Magic ==== ==== Notable Generic Magic ====
  
-Spells To support its army, TNN mages can summon air / water / earth elementals (Evo3-7) as well as Swarm (Alt4/7).+Spells To support its army, Eriu mages can summon air / water / earth elementals (Evo3-7) as well as Swarm (Alt4/7).
 For larger armies recruit a Sorceress to cast Storm (Evo5) and use Storm Powered (Conj2) Sidhe Lords, A2 Bean Sidhe and Sidhe Champions to cast Lightning Bolts or air elementals and Thunder Strike (Evo4). Water mages can use Frozen Heart (Alt6) to kill elites / heavy armor, buff troops with Quickness / Wave Warriors / Fire Resistance and with a nature cross path Bone Melter (Alt5, aoe1 kill vs MR) can delete squares. Earth mages can Earth Boots or Earth Power and gems to buff with Legions of Steel / Strength of Giants and disable enemy iron equipment with Rust Mist (Evo2) / Iron Bane (Alt6). N2 Bean Sidhe can spam Swarm (Alt4) to put up some distracting blockers, buff troops with Wooden Warriors (Alt5) or poison enemies with Breath of the Dragon / Poison Cloud (Evo4-5). Earth mages, with Earth Boots or Earth Power and gems, can buff allies with Legions of Steel and Strength of Giants, while disabling enemy iron equipment with Rust Mist (Evo2) / Iron Bane (Alt5). For larger armies recruit a Sorceress to cast Storm (Evo5) and use Storm Powered (Conj2) Sidhe Lords, A2 Bean Sidhe and Sidhe Champions to cast Lightning Bolts or air elementals and Thunder Strike (Evo4). Water mages can use Frozen Heart (Alt6) to kill elites / heavy armor, buff troops with Quickness / Wave Warriors / Fire Resistance and with a nature cross path Bone Melter (Alt5, aoe1 kill vs MR) can delete squares. Earth mages can Earth Boots or Earth Power and gems to buff with Legions of Steel / Strength of Giants and disable enemy iron equipment with Rust Mist (Evo2) / Iron Bane (Alt6). N2 Bean Sidhe can spam Swarm (Alt4) to put up some distracting blockers, buff troops with Wooden Warriors (Alt5) or poison enemies with Breath of the Dragon / Poison Cloud (Evo4-5). Earth mages, with Earth Boots or Earth Power and gems, can buff allies with Legions of Steel and Strength of Giants, while disabling enemy iron equipment with Rust Mist (Evo2) / Iron Bane (Alt5).
 For big battles consider using Howl (Conj5), Wind Guide (Alt4), Darkness (Alt6, with Kokythiad and LLV bless), Rain (vs fire) / Mist / Storm (Evo2-5) and Foul Vapors (Ench5, with PR bless). For big battles consider using Howl (Conj5), Wind Guide (Alt4), Darkness (Alt6, with Kokythiad and LLV bless), Rain (vs fire) / Mist / Storm (Evo2-5) and Foul Vapors (Ench5, with PR bless).
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 //This is probably the most difficult section to get consensus for. Describe how strong the nation is during expansion, the early, mid and late game, and what makes it strong/weak at each of those points. This should give readers an idea of where the weaknesses of a nation lie (if they have not been shown already) and when to take advantage of a nation's strengths.// //This is probably the most difficult section to get consensus for. Describe how strong the nation is during expansion, the early, mid and late game, and what makes it strong/weak at each of those points. This should give readers an idea of where the weaknesses of a nation lie (if they have not been shown already) and when to take advantage of a nation's strengths.//
  
-Mid-game is TNN's strongest phase. Be more aggressive then usual to press your advantage with powerful air & nature magic and heavy raiding with Sidhe Lords to win the game early or get an overwhelming advantage for the late game. Key research objectives are Conj5 for Powers / Elementals, Evo5 for Storm / Thunder Strike, Alt7 for Wooden Warriors / Mother Oak / Marble Warriors / Mass Protection / Fog Warriors and Ench4 for Cloud Trapez / Seeking Arrow. Mother Oak (Alt5, N5) and Perpetual Storm (Evo6, A5) are good globals to put up.+Mid-game is Eriu's strongest phase. Be more aggressive then usual to press your advantage with powerful air & nature magic and heavy raiding with Sidhe Lords to win the game early or get an overwhelming advantage for the late game. Key research objectives are Conj5 for Powers / Elementals, Evo5 for Storm / Thunder Strike, Alt7 for Wooden Warriors / Mother Oak / Marble Warriors / Mass Protection / Fog Warriors and Ench4 for Cloud Trapez / Seeking Arrow. Mother Oak (Alt5, N5) and Perpetual Storm (Evo6, A5) are good globals to put up.
  
-An important tool for winning is to raid as many provinces per turn as possible with Sidhe Lords or Champion-led Tuatha Warriors to quickly take all of their provinces. Sidhe Lords are excellent raiders with Bless / Barkskin / Air Shield / Mistform / Personal Regeneration (Flight / Elemental Fortitude). Later, they can Cloud Trapez (Ench4) into enemy hinterlands as well as cut off retreats of enemy armies. They can be used with minimal equipment (Frost Brand) but are even better with a Vine Shield, armor (Kithaironic / Knight) and a repelling Dancing Trident. Likewise Baobhan assassins are tough to hit with normal weapons and if you can make shrouds for them, they also profit from the bless. They are excellent with retinue items (Acorns, later Bottle of Living Water) and gems for air elementals. Seeking Arrow (Ench3) can kill human sized non stealth commanders (8 AN +DRN damage, 38% to kill 10 HP). Call of the Winds and Call of the Wild (Conj3) can be effective against weak province defense but is quite expensive. +An important tool for winning is to raid as many provinces per turn as possible with Sidhe Lords or Champion-led Daoine Sidhe to quickly take all of their provinces. Sidhe Lords are excellent raiders with Bless / Barkskin / Air Shield / Mistform / Personal Regeneration (Flight / Elemental Fortitude). Later, they can Cloud Trapez (Ench4) into enemy hinterlands as well as cut off retreats of enemy armies. They can be used with minimal equipment (Frost Brand) but are even better with a Vine Shield, armor (Kithaironic / Knight) and a repelling Dancing Trident. Call of the Winds and Call of the Wild (Conj3) can be effective against weak province defense but is quite expensive. 
  
 ====Expansion Strategies==== ====Expansion Strategies====
 //List some example expansion strategies here. If a strong bless or pretender is required then leave the specifics for the pretender section.// //List some example expansion strategies here. If a strong bless or pretender is required then leave the specifics for the pretender section.//
  
-Use expansion parties of ~6-8 Tuatha Warriors or ~25 Fir Bolg led by a Champion to expand, combine them for hard provinces. Two Sidhe Lords without equipment can conquer weak to medium indy provinces, Elephant (trample) and Shaman / Tribe provinces (Tangle Vines) should be avoided.+Use expansion parties of ~6-8 Daoine Sidhe or ~25 Fir Bolg led by a Champion to expand, combine them for hard provinces. Two Sidhe Lords without equipment can conquer weak to medium indy provinces, Elephant (trample) and Shaman / Tribe provinces (Tangle Vines) should be avoided.
 Alternate recruitment of Champions and Firbolg Druids until you build your first fort starting on turn 7/8. With more money recruit Sidhe Lords instead of Champions and Bean Sidhe instead of Druids. Site search with Bean Sidhe and research either Conj5 for Powers and Air Elementals or Conj3 + Evo5 for Storm and Thunder Strike first depending on whether neighbors have a Magic Weapons or Shock Resistance bless. With an awake Earth pretender, Const2 first for Owl Quills + Dwarven Hammers is also an option, otherwise it requires too many air gems that will be needed in your wars. Alternate recruitment of Champions and Firbolg Druids until you build your first fort starting on turn 7/8. With more money recruit Sidhe Lords instead of Champions and Bean Sidhe instead of Druids. Site search with Bean Sidhe and research either Conj5 for Powers and Air Elementals or Conj3 + Evo5 for Storm and Thunder Strike first depending on whether neighbors have a Magic Weapons or Shock Resistance bless. With an awake Earth pretender, Const2 first for Owl Quills + Dwarven Hammers is also an option, otherwise it requires too many air gems that will be needed in your wars.
  
eriu-ma.1690837230.txt.gz · Last modified: 2023/07/31 21:00 by brightsideguy