[SIZE="6"]Amelia Playing Dain of the Amurites[/SIZE]
Because everyone knows that real mages make their cities fly.
[SIZE="4"]Player Overview[/SIZE]
History: FFHII PBEM II (Lanun), BTS PBEM12
Summery: In the Lanun game Amelia was unfortunately marginalized due to lack of expansion and a failed dogpile. Mostly I feel that this game was lost long term due to a lack of aim and sticking to a solid plan.
Games like this allways have an undercurrent of violence waiting to be unleashed and Amelia seems to lack that killer instinct. I could be wrong and I hope the lurker Horde will weigh in with their opinions. But I believe Amelia is one of those people that likes to have a perfect strike and thus can hesitate too long.
FFH needs planning ahead of time to field an army. Whether with drafting, whipping, warrens, collateral or speedy troops. I wonder if Amelia will get adepts out early and often to grow into worthy mid-game troops or wether he will rush for Firebows or Govannon for a late game gimmick.
Conclusion: Amelia should never be treated as a "trusted" ally. With no rush units or killer instinct we should be able to tie him up with NAPs and agreements to distract him in the early and mid game from being relevant to us. I doubt he will rush us unless provoked so as long as we play nice it should be good untill we send the world to hell.
[SIZE="4"]
Nation Overview[/SIZE]
Masters of Sorcery
Leaders: Dain the Caswallan, Valledia the Even
Hero: Govannon
Race: Human
Alignment: Neutral
Patron God: Oghma
World Spell: Arcane Larcuna
Unique Quality: All Warriors Have Magical Potential
Unique Buildings: Cave of Ancestors
Unique Units: Swordsmen (Axemen), Chanter (Assassin), Firebow (Longbowman), Wizard (Mage),
Cannot Build: -
The Amurites have no in depth history. Instead it was this rag-tag nation that managed to fight back the Illians at the height of their power. They did this by being led by the Immortal Magical Master Kylorin. This has echoed down the ages and now the whole civilization is based around magic.
The Cave of Ancestors building gives extra experiance to arcane units based on the amount of different mana nodes you have. Added to this is the magical Assassin that can teleport back to the capital and the Longbowman that can fling fireballs. Oh and Wizards the second tier Arcane unit starts with a spell staff that offers a one time ability to cast two spells a turn instead of one.
Worldspell: Arcane Larcana
![[Image: 81160.png]](http://boi-wiki.ofmmo.com/images/Icon/other/81160.png)
The Worldspell is even more of a kick in the pants. It stops all other nations from being able to cast spells. Giving you full magical superiority during this 30 turn period.
Hero: Govannon
![[Image: Govannon.jpg]](http://images4.wikia.nocookie.net/__cb20080516221428/fallfromheaven/images/8/80/Govannon.jpg)
Added to all that is the Hero Govannon that can teach all the melee units in the empire adept like powers. Only level one spells... but some level one spells can be useful. You can summon expendable skeletons with a level one spell.
[SIZE="4"]Threat Level[/SIZE]
Begining (0-75) = **
Midgame (75-150) = ***
Endgame (150+) = ****
Reasons: Amurites are not deadly Per Se, They are highly adaptable and the ability of the units to all cast spells Endgame can make it impossible to plan against them. Hard to anticipate moves when every unit can learn spells. Also their worldspell can shut off other spells while leaving their own casting intact.
If Orcs are the big warhammer nation to smash someone in the face then the Amurites are the lever to create an oppurtunity for their nation to exploit.
If they get Death mana early along with adepts they can actually be a minor threat in the Begining. Skeletons being replaceable and Magic Eye scouts stopping flanking manourvers. If used correctly they can use their magical leverage to choke an opponent.
Luckily in this game WE have started near the Death Mana, although the dungeon is gone so it was unuseable anyway.
Notes to self: Easy choice for targeted NAP agreement. They could be useful as if they turn evil when they give everything magic casting that is a LOT of potential manes for the Infernals.
These are the people that should be targeted for a rush mid-game, provided a dogpile hasn't been organised against a runaway leader or me if they figure out my cunning plan.