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Giants have some other advantages like less vulnerability to evocations/Foul Vapors/similar, but for the most part they are weaker than humans.
I suppose if you want to make use of Oreiad, you can take the Wind Walker blessing, give her flying carpet, safety escape and stealth upgrading items. Then sneak to the enemy and deprive them of their commanders while adding to your own. Not sure if MR is involved in seduction to need Arcane Finesse blessing.
Note also that if seduction fails (target isn't interested in women, or succeeds on its morale check), there will be a battle, so try to give her some nature gems to cast Swarm (if you have it researched) or have some other strategy for actually killing the target.
Finally, don't forget that the enemy can find her when she's hiding in the province, which makes her have to fight the whole army alone. It's a risky strategy but it can pay off in magic diversity.
I think you're agreeing with me, but just to make sure:
1 Bashanite (50 gold) will beat 1 Cardaces (10 gold), but 100 Cardaces (1000 gold) will beat 20 Bashanites (1000 gold), assuming equal formations (e.g. both in line formation). And Cardaces aren't even particularly good humans.
Do we agree?
Buffing an army of giants is much easier than buffig army of humans in early game, but giants are also more vulnerable to spells such as armor of achilles or mind burn.
Also Carcades are pretty great infrantry with their formation fighter ability and length 3 weapons.
Right, thanks for the correction.
My point was that you need to be prepared for a battle, just in case the person who mentioned Oreiads did not know that.
Cardaces, Hastatii, Principii, whatever. I get the same results with any of them: the giants lose.
Which troop buffs do you have in mind? The ones I can think of (Protection/Wooden Warriors, Luck, Strength of Giants, Legions of Steel) are all AoE, which means that they actually work better on armies of humans than on armies of giants due to greater troop density. (Of course, giants can recruit indy humans to fill in the gaps in their formation and increase their troop density.)
Giants have an advantage on buffing individual units though, especially thugs. A Frost Brand, Blue Dragon Scale Mail, and Luck + Body Ethereal on a Jotun Skratti is far more valuable than the same equipment + buffs on a Wind Lord.
1. Vine Ogres. Orieds can spam these. Use them as your front line troops to occupy the giants while your Cardaces and Peltasts swarm them from the sides.
2. Golems for thugs.
3. Mystics are good with evo spam, are cheap, and you have the luxury to throw every mage you have at the enemy thanks to Philosophers doing your research for you. This means you have the luxury to devote all your battle strength mages to every fight, while Hinnom certainly can't do that.
4. Know your enemy. Hinnom has a lot going against it. Giants are great, yes, but they are rediculously expensive in terms of gold, resources, and upkeep. This is in opposition to the fact that their better units cause unrest and eat pop, further stirring the pot of unrest in their provinces, and thus reducing their ability to generate a lucrative economy.
Hinnom likes a blood economy. This means they will need to devote further resources to blood hunting, which in turn further reduces their economy.
Their sacreds are crazy expensive and unsustainable in the long term. This makes Hinnom (and most giant nations) a one trick pony. They are amazing in the short and early game. Their luster quickly fades in the mid and late game. Their best hope is their Blood 9 national summons, and their thugs/SCs.
Defeating them in the long game is simple. Just outlast them and weed their battle strength down fight by fight. They simply cant replenish their forces as fast as you can as a human nation.