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Blindfighter: Gold 30, Resource 37, sacred | Blindfighter: Gold 30, Resource 37, sacred | ||
Very heavy infantry with some encumbrance problems. Pretty good chassis for an E9 bless, which also benefits your mages with extra reinvigoration. Most of the actual damage will still have to be dealt by crossbowmen and/or mages but Blindfighters make good blockers. The tactical potential of Blindfighters + Darkness is just gravy on top. | Very heavy infantry with some encumbrance problems. Pretty good chassis for an E9 bless, which also benefits your mages with extra reinvigoration. Most of the actual damage will still have to be dealt by crossbowmen and/or mages but Blindfighters make good blockers. The tactical potential of Blindfighters + Darkness is just gravy on top. Note: Blindfighters are magical and need magical leadership. This is both good and bad; good because a Ktonian Necromancer can lead a good-sized army of Blindlords and Crossbowmen/Cave Knights even with a regular leadership of 10, and bad because you basically need a Necromancer or a Blindlord to shuttle Blindfighters around. It also makes them potentially vulnerable to some high-end spells and magical items. | ||
=== Commanders === | === Commanders === |
Revision as of 21:29, 7 May 2007
Overview
In the Late Age, the Agarthans have died off and the humans have turned towards necromancy. The humans revere the mummified corpses of the Pale Ones and the Ktonian Necromancers know how to give them false life.
National Features
Units
- Unit
- Gold x, Resources y
- Description
Light Crossbowman: Gold 10, Resource 11? Steel crossbows do 11 points of damage instead of the normal 10. Slow ROF but otherwise pretty decent.
Sapper: Gold 20, Resource 18 Worth 8 normal men when attacking a castle.
Blindfighter: Gold 30, Resource 37, sacred Very heavy infantry with some encumbrance problems. Pretty good chassis for an E9 bless, which also benefits your mages with extra reinvigoration. Most of the actual damage will still have to be dealt by crossbowmen and/or mages but Blindfighters make good blockers. The tactical potential of Blindfighters + Darkness is just gravy on top. Note: Blindfighters are magical and need magical leadership. This is both good and bad; good because a Ktonian Necromancer can lead a good-sized army of Blindlords and Crossbowmen/Cave Knights even with a regular leadership of 10, and bad because you basically need a Necromancer or a Blindlord to shuttle Blindfighters around. It also makes them potentially vulnerable to some high-end spells and magical items.
Commanders
- Unit
- Gold x, Resources y
- Description
Ktonian Necromancer, Gold 200, Resource 1?, sacred An excellent, excellent battle mage. F1E2D2 (FESD random) means everything from Nether Darts to Magma Eruption to Cloud of Death. Good researcher, and cheap to maintain. Main weaknesses are a map move of 1 and poor precision.
Heroes
Starting Sites
National Spells
National Summons
- Unit
- Gems z
- Description