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LA Man, Towers of Chelms

Lore

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Overview

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National Features

Race Military Magic Access Priests Buildings
Humans
Neutral Temperature
Versatile Infantry
Crossbows
Knights
Sacred Stealthy Hvy. Crossbowmen
air 22 (uncommon 3)
earth 11 (uncommon 2)
astral 11 (uncommon 2)
fire 11 (uncommon)
death 11 (uncommon)
Mundane Researchers
Summons:
death 22, water 11 (25deathgem, 25% each)
Hero: death 11blood 22
Average (holy 22) Castles
Starts with a Grand Citadel
Masons

Capital Income: 2naturegem, 2airgem

Capital Special Sites

The Forest of Avalon
Enables recruitment of:
Lord Warden
Warden
Produces:
2naturegem per turn
2airgem per turn

Units

Commanders

Sprite Unit Name Special Attributes Comments
Royal Forester
40
8
1
Stealthy(55)
Ambidextrous(1)
Patrol Bonus(5)
Forest Survival
A Scout that doubles as a cheap Patroller.
Castellan
70
22
1
Your standard milquetoast Leader.
Judge
70
1
1
random125%
25%

Patrol Bonus(20)
Mundane Researcher
Your Overseer commander, Good at patrolling.
can be made without a lab, and you do want a few to hopefully get that Death random. Helps They are only one rec point each.
Magister of Theology
60
1
1
holy 11
Sacred
Inquisitor
National Priest. Can bless your Wardens during expansion.
Bishop
70
1
2
holy 22
Sacred
Old Age(55/50)
Older Priest, better at the blessing, Banishing the unholy, and boost others bravery.
Magister
95
1
2
random150%
50%
25%
7
Stealthy(40)
Siege Bonus(15)
Castle Defence Bonus(15)
Spy
Mundane Researcher
Mason
This Guy Read lots of books and became multitalented(all the book smarts)
He builds your Grand Citadels, Spy on enemies, and further your magic research.
Don't need a lab to make, but need one to spend the research points.
Magister Arcane
170
1
2
air 22earth 11astral 11random150% 13
Old Age (63/50)
Mundane Researcher
Your main mage, Creating communions of old men with 4 to 5 paths.
Having Earth in the mix counteracts that Encomberance with Summon Earthpower
Lord Warden
120
31
1
Capital Only
Sacred
Stealthy(40)
Forest Survival
Combat Caster

Troops

Sprite Unit Name Special Attributes Comments
Spearman
10
9
9
Unchanged from the Middle Ages, which sucks since they were mediocre back then.
Longspear
10
13
9
Slightly better armor than their shorter-Spear peers, as if that's a condolence to their generic stats.
Axeman
10
11
9
Half-decent Medium Infantry with weird equipment choices.
Heavy Axeman
10
19
9
Axemen in sorta-Heavy Infantry form.
Light Archer
10
4
9
You have many improvements over these guys, but these guys are still the cheapest..
Crossbowman
10
9
9
Light Archers with the standard Ranged weaponry kit of the Age (a Crossbow and semi-passable armor).
Tower Guard
12
23
14
Castle Defence Bonus(1) Man has a lot of these "mixed" troops that can serve either in the melee or at range. Having Crossbowmen that won't die to enemy fire is neat, too.
Forester
12
7
14
Stealthy(55)
Forest Survival
Patrol Bonus(1)
Ambidextrous(1)
Meant to join the Royal Foresters or the Lord Wardens in whatever they're doing, but probably not strong enough for the Late Ages.
Longbowman
12
11
14
Crossbowmen are probably a better investment, unless you plan on using Flaming Arrows.
Defender
16
27
23
Castle Defence Bonus(2) +1 Tower Guards.
Warden
26
31
31
Capital Only
Sacred
Stealthy(40)
Forest Survival
Even the Wardens have Crossbows now. Gosh.
There aren't many Sacred ranged attackers, so you can take advantage of the Farshot Bless and nefarious weapon blesses with these guys. Defenders will be better at range in most situations, however. Not counting the lack of shields, these guys are still your best infantry.
Tower Knight
40
51
46
Mounted Pretty-decent Knights, though you should carefully consider when to use them (seeing how your Crossbowmen might do a number on them accidentally).

Heroes

Sprite Unit Name Magic Special Attributes Comments
Bernlad - Green Knight Regeneration (10%)
Stealthy (40)
Recuperation
Forest Survival
Mounted
Lord Ruthven - Vampire Lord
Hero turn arrival limit: 5
death 11blood 22 11 Regeneration (10%)
Fire Vulnerability (-5)
Resist Cold (15)
Resist Poison (25)
Darkvision (100%)
Stealthy (40)
Seduction
Invulnerability (25%)
Slash Resistant
Blunt Resistant
Causes unrest (0.5)
Population Killer (10)
Need not Eat
Undead
Flying
Cannot Pass Rivers
Immortal

Magic

National Magic & Summons

  • Summon Black Dogs, death 22 Conj2 8deathgem, ( Black Dogx20). Requires outside assistance like a Troll Shaman to cast. These are stealthy animals, with very little survivability. However, if massed, these fey beasts can deal noticeable damage to lightly armored opponents. They Do their best work when Darkness is cast.
  • Summon Cu Sidhe: nature 22 Conj3 6naturegem, ( Cu Sidhex7). 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. 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.
  • Summon Barghests, death 22 Conj2 7deathgem, ( Barghestx9). which is basically a stronger version of Black Dogs. It does come later but costs a single gem less. This spell summons improved Black Dogs and Cu Sidhe, which come with defense and protection inferior for the price. However, these hounds can curse enemy units, and do 18 damage + poisonous bites. These creatures can perform decent flanking maneuvers in the midgame but are also relatively easy to amass.
  • Summon Bean Sidhe, death 11 Conj5 25deathgem, ( Bean Sidhex1).

FIXME The dogs are copied directly from MA Man - write original descriptions to account for differences in viability/use between ages, perhaps?

Magic Access

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Combat Magic

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Ritual Magic

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Magic Items

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Strategy

Early Game

FIXME How to expand, potential pitfalls and how to get around them, obvious weakness strength, how much do you have to focus on war/infrastructure

Mid Game

FIXME what is the first big research rush, what is the first big powerspike, where do you shift recruitment to? what are the big magic diversity issues, are there particular globals you should gun for

Late Game

FIXME How do you close out the game if you are in it, is the high level research stuff you can do uniquely well, does your nation fall off, aka do you have to force things to conclude swiftly

Pretenders: FIXME

Strategy Guides

man-la.1618364055.txt.gz · Last modified: 2021/04/14 01:34 by joste