Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
I'm new to the game so I don't know some of the more in-depth strategies but I was definitely able to clear indies with them using the above units. As always, if early expansion is the issue you can always take an awake expander, for which Eriu get a discounted green dragon that with nature 6 can take recuperation to avoid injuries or nature 8 to get full regeneration, and cast personal barkskin fairly early on. Just avoid the usual pretender-killer camps like barbarians and it should work really well
Put a Milesian Mage "fluffer" in the same square to do buffs like Ironskin, Mistform, Protection from Arrows, Temper Armor retreat (you'll spend a few gems depending on what random you have).
And that'll be able to fight for a very long time against normal troops. And there's lots of ways to make that stronger with more investment, but it's one of the better thug chassis options for being able to kill 50 independents without risk without forging any gear.
The cap only sacreds aren't very strong, so it's a nation where you'll lean into summons to build strong armies. I would design a bless mainly for your Sidhe Lords.
But yeah the Man at Arms is good.
I recommend you get a titan with a niche that is fun to you or a monument (dom 3 and 4). Eriu is probably looking at an imprisoned god or dormant if taking a titan. Awake expanders and rainbows are eh. You're not gunning to take a high level bless or wide bless variety with a nation that loves nice scales. Also some of your heroes are monstrous, some of them you throw into the people's arena and call it a day.
I've tried Eriu several times as if it were TNN or Dominions 6 Eriu and I hit the wall every time. Eriu has a lot it gives you but is shrouded behind experience and some trial and error.
Get at least neutral or positive order and prod, temperature if you want more bless points, growth isn't important but death isn't preferable, luck is fantastic but you're catching lightning whether you get your incredible images, magic I think is highly desirable. The magic paths you go down, especially thaumaturgy means you can cast great buffs with good range and are onto units who are on the squishy side, which happens to be common on Eriu. Cu Sidhe in conj 3 are your spammable extremely cheap sacred, rain in evo 3 deals with hot nations. Use your mages as mages and your monks as priests.
I'm still an intermediate beginner I'd say, but I mainly played with MA Eriu in dom 5. I like some of the changes in dom 6, but the air nerf really took away the one thing they could do really well. The new changes are overall better imo.
In my test games I've found you want high order and production to recruit your good units (cattle raiders and chariots). I'd personally recruit the cattle raiders as I believe they're stealthy and you can mass more of them quicker. The chariots are good for niche encounters, but in early expansion you want massed troops. You will suffer attrition, your firbolgs are a bit less armoured than average but hit slightly more often and harder. The attrition can get intense and you don't really have an answer to giants since they nerfed air access, so yeah good luck there. High protection and health will be your enemy. The attrition is why you want good order and production scales. Your heroes are good overall so I like to dump cold and go for luck, though I wouldn't build a strategy around your really good heroes. Your good units only come from certain province types, so you really want to be able to mash the troop button when you can.
I'm still not the best with magic, nor scripting mages, but your thugs are really good at cleaning out indies. With glamour they are good at stalling enemy stacks as well while you let your troops do the work. I imagine there is a play with web/entangle and the various confusion/fascination spells but I haven't figured it out due to my scripting problems. With their overall higher level magic paths being more restricted to rng, you might want to mash out a lot of commanders and keep the good ones hidden and safe. Simulacrum will be a really good play here.
They aren't quite as good at research as they were, but really you want to be spamming the mage button anyway to get a lucky draw (plus some new glamour items ;p). Priests aren't the greatest, but they are spammable and cheap. I use them for preaching in new lands, shoring up old ones, building forts, and heaven forbid the undead (one of my first SP games was against Ermor oml. It became a race to see wether they would kill pop and run out of chaff or I'd run out of troops. Any province I took was useless, I gave up on that game).
which eriu can do as well. fir bolgs have pretty good stats, so while their armor isn't amazing the shield and attack of 12 makes them okay for repelling and taking hits less frequently than regular stuff.
if enemy doesn't have battlefield wipes or a means to block the twilight spell, howl + twilight to get ghost wolf spam going is a surprising volume of tarpit trash, and not many things can fully ignore the false damage. eriu also has a wide array of paths that contribute to point buffing, way more accessible than in dom 5, so you can supplement scales troops with very hard hitting, fast attacking thugs or elite troops/summons.
sidhe lord can swap between tarpit spammer hell or point buffed (2 per square) army thugs with all of strength/ironskin/moss/quickness/elemental fortitude/displace body/sharpness/earth shatter hammers(for hoof attacks) on them.
while not always useful, this nation can also do all of the arrow stuff. wind guide, envenom arrows line, even aoe flaming arrows via the f1. not bad for when enemy has lots of stuff w/o shields.
before you get to weapons of sharpness + full point buff suite for sidhe lords, addition of cattle raider gives them an options they didn't have before. strength + berserk on that will make them hit very hard, harder still if you enlarge. i don't think you should spam these unbuffed in most cases, but several squares of them will take point buff priority (most hp/square of your troops) and anything w/o ethereal or mist form will have a very hard time tanking hits for long. strength + enlarge + berserk is +9 strength, enough for 34 slash damage. that will smash through moss and has a reasonable chance to high roll and pop mist form on some thugs. having this on flanks with chaff to absorb damage can be very helpful.
Excellent points, I'm not very good with magic yet. Do you have an answer to well armoured giants? Do you think mass slingers + fire or venom arrows is the answer? How does enlarge affect things?
I've found thugging later in the game to be more effective than early, though not 100%. The random hits are really a weak spot I've noticed as well, one good hit is all it takes. I've had the most luck with expansion with either the cattle raiders or chariots. You can use numbers with basic firbolgs, but I like to use the heavier hitters so I have them around when I need them.
Any tips for expansion and pretender design as well? I generally prefer a scales build, though I could see a rainbow for late game, or an expander for early game.
strength stacking moves their damage from 23 to 34 slash. this is far beyond what regular jotun troops or even their sacreds can get in protection. by default jotun doesn't get earth paths, so their best buff for prot would be barkskin. their sacreds already have a natural protection of 6, so it will go to 10. prot will be in low 20s, no chance to tank. they would have to instead try to kill your guys faster.
skratti with a bunch of gear would be hard, but you should have more than just cattle raiders in your kit by then. another thing that might cause trouble vs cattle raider is vaetti hags with s point buffing a skratti or some other kitted thug. you don't want to fight ethereal with mundane troops. jotun can't spam low cost ethereal guys, but since they do get them, you will want to eventually move on.
fortunately, body ethereal is alteration 4, while strength stacking is possible as early as enchantment 1 + alteration 2. but they also need gear from construction and you can use mages too.
while kitted thugs can be a problem raiding your provinces, the biggest threat in mp from jotun will be turbo sabbaths where they use regen to heal off the damage their mages do to the sabbath slaves, effectively casting stuff like horde of skeletons and damaging spells indefinitely unless/until you do something about it. nerfed rigor mortis makes this somewhat easier to handle, but fighting piles of undead in darkness is still a tall order if the game gets to that point. there will be a window in mid game where i expect eriu will usually have a hard time dealing with this, unless your pretender has a trick up its sleeve.
i haven't messed around much since the gem bait change went into effect, but maybe you can still bait them to use up blood slaves or otherwise kill them in magic phase with pretender or maybe a foul vapors play? dealing with sabbath behind an army can be brutal, but if you prevent that, fights become a lot more winnable.
Big changer since dom5 and can go up in time for early fights.
against someone like arco or bandar, having half a dozen or more s1 guys paint 18+ squares of sacreds with ethereal could legitimately be a problem in that timeframe.
Yeah I fired up the game yesterday to peek at spells and such I could use. Alt 6 seems like a good rush target and I want to say enchant 5 or 6. I really like the strength of giants play w/ enlarge. I was thinking barkskin with potentially mossbody. You could do luck spam as well I think. Weapons of sharpness is doable but not realistic for large encounters. Foul vapors and envenom arrows are options as well for slinger spam. There's some potential for a tangle vine and earth meld play I think, but Eriu also had their nature access nerfed making things more difficult. Like I get nerfing air, but at least leave the nature access if they're going to do that.
I think there's a few options Eriu can use to target the backline, they might have rare access to flight but I can't remember.
What type of pretender do you think would be ideal? Matron of the Healing Spring I like because you get the site that heals afflictions.