Dominions 3: The Awakening/Nations/Helheim

History
Helheim exists as an Early Age nation alongside Vanheim in the Age of Vanir, but later joins with them as Midgard in the Late Age. Helheim is one of several Dominions nations that are based off of Norse myth.

Some people feel almost guilty playing Vanheim in single-player because it's so ridiculously powerful against the computer. The combination of (moderately expensive) stealthy, high-defense units with powerful Earth/Death magic can make the game very easy. Against human players, there exists some controversy over whether Vanheim is overpowered or merely easy to use effectively. Be warned, but if you're just learning Dominions 3 Helheim can be a really fun pick.

Pretender Gods
The unique pretender chassis for Helheim seems to be the Son of Fenrer, and they share the Keeper of the Bridge, the Allfather, and the Asynja with Vanheim.

A traditional Helheim pick is dual-blessed W9F9, for the defense boost (which synergizes with Glamour to make Valks/Helhirdlings/leaders almost impossible to hit), quickness, and attack bonus. Since Valkyries especially tend to tire swiftly in long battles, if you're intending to do a lot of air raiding you might take W9E9 instead for the recuperation benefits and extra Protection--against Early Age garrison units F9 is overkill. Valks/Helhirdlings are capital-only, but so cost-efficient that the majority of your income for the early turns can go into researchers/gem searchers while the Valks/Hirdlings take care of expansion, so by the time you run into heavily-armored opponents you'll have death magic (Drain Life, Shadow Bolt, etc.) to take care of them.

Units
All Helheim units but the Serf Warrior and the Svartalf come with the "glamour" ability, which makes them fairly safe from ranged attacks... and close combat attacks for that matter.

Note that the Helhirding is listed twice: once as a capital-only unit and once as a nation-specific unit that can be recruited anywhere. There is no difference between the two. This is likely an error in the game code, but what it means is that you can recruit the sacred Helhirding from any castle with a temple, leading to the potential for a massive block of sacred cavalry by mid-game. [This is fixed in the 3.01 patch]

Helheim is very strong in death magic (commanders up to Death-4, and nearly all commanders have at least Death-1) and Earth magic (up to Earth-3). Since you'll be buying lots of Svartalfs (up to Earth-3 or Death-3) to do research anyway, you may as well take advantage of spells like Blade Wind and Curse of Stones. This makes Evocation-4 a priority, as well as Conjuration-2 (for Summon Earthpower) and Enchantment-3 (for Raise Dead/Skeleton). Alteration (Soul Vortex, Drain Life, eventually Disintegrate), Enchantment, and Conjuration are strong schools for Helheim.

Unique Spells
Pack of Wolves

Starting Sites
Helheim comes with two starting sites, Helhalla and Gnipahala. Helhalla provides one air gem per turn and allows recruitment of the capital-only Helheim units. Gnipahala provides four death gems and one earth gem per turn.

Vanlade


Surprisingly, Vanlade is one of the few Helheim commanders to have the "Sailing" ability -- and given that Helheim has no way to get Water, he is one of the few options short of items to get across a water barrier.

Expansion
On your first turn, turn the tax rate up to 200 to double your income while your starting army patrols to reduce the unrest. On the second turn, send out that army to capture some territory. Huskarls are pretty tough, especially if you added a few Hirdman on your first turn, so that army should be able to take several territories before it starts deteriorating. Meanwhile be scouting out soft lands with your starting scout, and building one to three three armies of 8-10 Valkyries each led by a Dis to take those lands. If you're playing the dual-bless strategy, be aware that the area of effect of bless is pretty small (5 squares, about 2x2) and it's easy to spend 2 turns blessing and only hit 7 of 10 Valks. The Dis seems to have an easier time blessing two squads of 5, slightly separated from each other. For this reason, if you don't need the flying Dis to lead a Valk army, consider using a Vanjarl (priest-2) to lead armies of Helhirdlings. Since Valks and Lings are pretty cheap, you'll be able to purchase same Svartalfs to start research/gem search on several early turns, and save up money to buy temples and a new fortress. You should have conquered 15-20 provinces by the spring of year 2. They won't have solid defenses yet, but your HHs and Valks are mobile, so that won't be a big deal.

Commentary
Helheim has some of the best cavalry in the Early Era. Masses of light horse with the glamour ability means that you can whip across the field without any real fear or arrows or artillery. The fact that one of these cavarly units is both sacred and (pre-3.01 patch) available for purchase at any of your castles (with a temple) means that you could theoretically pull off some really wicked bless strategies that will serve you well into the late game and only adds to the potential for mayhem.

There are several things that differentiate Helheim from Early-Era Vanheim:
 * A neutered version of Vanheim's Dwarven Smith
 * An expanded commanders list that includes some Death mages
 * The somewhat puzzling lack of the "Sailing" ability
 * Heavy/flying sacreds vs. Vanheim's berserkers (Helheim's high-defense sacreds synergize better with glamour, especially since berserk only kicks in after taking damage)
 * Vanheim has (capital-only) immortal pigs with trample

Special tactics
Vanir can have real problems going up against E9N9 Niefel Jarls in cold climates. Basically you get two rounds of attacks before they freeze you to immobility, and their armor is heavy enough that it's hard to do enough damage to kill them in those two rounds. It would be nice to think that Destruction would deal with the Jarls--regen without heavy armor isn't very scary--but even though earth mages are ubiquitous for Helheim, it's almost impossible to get them to actually hit the giants with the spell since it only covers a 2x3 area. (And you have to make them hit in the first five, scripted, rounds because the AI never chooses Destruction on its own.)

I haven't been able to find anything, even Construction-7 Weapons of Sharpness, that lets Vanir stand up to Niefel giants in melee. The best tactic I've found so far is Alteration-6 (allows Darkness and Drain Life) combined with Enchantment-3 (Raise Dead) and possibly Construction-4 (Skull Staff to use Svartalfs instead instead of Hangadrotts). Have the low-level death mages spam skeletons while the high-level ones suck the life out. You don't actually need any Vanir troops present to make this work; if you have them with you set them all to Guard Commander so they stay out of the way and don't get killed. It's obviously better to maneuver around Niefelheim's forces and cut off his gold supply, but this way you can back up the manuever with a real threat of killing his pricey units. It's certainly hard enough to do...

Speaking of maneuver, Vanir excel at raiding behind enemy lines of course. Since all of Niefelheim's good units are capital-only, you can use the Alteration-4 spell Blight (E2D1) to raise unrest by 15 per casting and kill off population. However, this isn't nearly as cost-effective as Rain of Toads, which Vanir don't have. Something that works *almost* as well is to sneak into his capital and capture the province (pretty easy vs. militia with dual-blessed Valks or Helhirdlings), and instead of sieging the province, turn the tax rate up to 200 (like always) AND GO BLOOD HUNTING. Since your commander likely has no skill in blood-hunting, this nets no slaves but raises the unrest up to 83 or so in a single turn. If it gets above 100 he won't be able to produce any units at the capital, even after you leave, until it comes back down.