Who is nomads master




















Call for Application to the eleventh edition is open. The application submission is exclusively online. Only documents submitted via the DocNomads website are accepted. Read more Continue reading. Application deadline: January 6th, CET. Read more. Their Gold Bonus and useful racial units require anything but a temporary settlement to develop, and would seem to encourage a vertical building strategy. The Nomads can expand through battle or dig in with perfectionist city building, but are not inordinately strong or weak in any department.

Unlike the desert warriors of Dune on which this race is likely based, Master of Magic's Nomads lack "spice. To this end, Nomads offer good variety with their urban tech, economy, military options, and diplomatic outlook; flexibility may be the one word that describes them best.

Their forces range from cheap garrison infantry to kiting ranged units and flying shock cavalry. Their definitive, Pathfinding Rangers can be a godsend for lumbering armies. One of the human races along with Barbarians and High Men , the Nomads are a swarthy desert people. They range in complexion from tan to black, owing to their equatorial origin, and are usually lean and hard.

Nomads robe themselves completely to protect against the elements and, when necessary, go incognito. It is said among the other inhabitants of Arcanus that no one travels lighter and bargains harder than a Nomad. Nomads are serious and quiet. In their decentralized society, words have to carry the weight of honor and consequence; whereas High Men only feel obligations to contracts written-down, Nomads keep verbal oaths and handshakes.

This actually gives them a huge edge in financial dealings and matters of trust with rampantly illiterate races, and makes Nomads strong candidates for a Wizard's government to ease interracial Unrest — second only to Halflings for this purpose. Nomads held themselves, not surprisingly, to a nomadic existence— herding, trading, and raiding until recent centuries.

Permanent Nomad settlements have been springing up in stride with the many other changes afoot on Arcanus and Myrror. The most successful Nomad cities are ruled by the wealth of merchant princes, fierce nobles with lavish tastes. As they became more civilized, the Nomads cultivated a tradition of honorable conduct towards rivals. In exchange for jizyah , a special tax levied on towns they have subjugated, they guarantee military protection, local political autonomy, and religious freedom.

For their own part, Nomads are such widely-traveled, commercially-minded people that they can insert themselves readily into the power structure of an empire which has conquered them. Rank-and-file Nomads and fighting men still retain old habits, though. The old desert raiders practiced forced marches over difficult terrain, culminating in unannounced hit-and-fade strikes with extensive maneuvering.

Rangers , Horsebowmen , and the high-end Griffins are statted-up to recommend these tactics. The Nomads have some highly-mobile mid-tier units. These specialists are at their best playing second fiddle to a real military race's armies, or even accompanying packs of Fantastic Units , where they will have a supporting niche in all stages.

Assets like Flight , Pathfinding , and missile attacks make them rather expensive standalone forces. With Pikemen , Priests , and baseline Production Costs , Nomads are not slacking on their ordinary garrison troops either.

Below is a comparative list of all Nomad Normal Units. This list shows all units at their first Experience Level , with no additional modifiers or magical effects. The Nomad army has a good selection and offers good units to garrison a town or for attacking towns or encounter areas. A strong force will likely have Rangers and Griffins with a couple of Nomad Priests for added support and healing. Nomad Settlers may be created from a Nomad town, for the Construction Cost of Creation of a Settlers unit reduces the town's population by 1.

Lacking virtually any combat capabilities, this unit's only real purpose is to create a new Nomad Settlement , by traveling to the desired location and giving it the "Build" command. Nomad Settlers require an Upkeep Cost of 2 and 1 to maintain. Nomad Spearmen may be created from any Nomad town, for the Construction Cost of Like all Spearmen , Nomad Spearmen are a very basic combat unit which doesn't pose much of a threat to any serious opponent, though they can become a little stronger through Experience.

As with all units belonging to the Nomad race, Nomad Spearmen possess no special racial bonuses or abilities to elevate them beyond the basic Spearmen template. As a result however they are cheaper to produce, so large armies of them can be created fairly easily.

Nomad Spearmen require an Upkeep Cost of only 1 to maintain. Nomad Swordsmen may be created at a Nomad town, for the Construction Cost of The town must already contain both a Barracks and a Smithy for this to be possible. Like all Swordsmen , Nomad Swordsmen are a fairly basic combat unit, capable of holding its own in a fight with other Normal Units , especially after gaining some Experience.

It also enjoys a Large Shield bonus which gives it some protection from Ranged Attacks. As with all units belonging to the Nomad race, Nomad Swordsmen possess no special racial bonuses or abilities to elevate them beyond the basic Swordsmen template. Nomad Swordsmen require an Upkeep Cost of 1 and 1 to maintain.

Nomad Pikemen may be created at a Nomad town, for the Construction Cost of The town must already contain an Fighters' Guild for this to be possible. Like all Pikemen , Nomad Pikemen represent the epitome of infantry.

They possess a very powerful Melee Attack , whose strength is greatly increased thanks to this unit containing 8 figures. Furthermore, this attack has the Armor Piercing property, which makes it very difficult to defend against.

This unit also stands up very well to enemy Cavalry and other First Strike units. As with all units belonging to the Nomad race, Nomad Pikemen possess no special racial bonuses. Nomad Pikemen require an Upkeep Cost of 2 and 1 to maintain. Nomad Bowmen may be created from a Nomad town, for the Construction Cost of The town must already contain both a Barracks and a Sawmill for this to be possible.

While unlikely to cause damage at most ranges, Nomad Bowmen do become more deadly with Experience , and are useful when massed. As with all units belonging to the Nomad race, Nomad Bowmen possess no special racial bonuses or abilities to elevate them beyond the basic Bowmen template. Nomad Bowmen require an Upkeep Cost of 1 and 1 to maintain. Nomad Priests may be created from a Nomad town, for the Construction Cost of The town must already contain a Parthenon for this to be possible.

Nomad Priests provide a somewhat-powerful Magical Ranged Attack as well as a slightly-weaker Melee Attack - though the unit is normally too fragile to participate in direct combat. More importantly, Priests attached to an army can quickly heal damaged units after any battle, and can also cast the Healing spell during battle to heal friendly units.

They also have the innate ability to Purify Corrupted tiles. Nomad Priests are also somewhat resistant to Curses and other maledictions. Nomad Priests require an Upkeep Cost of 2 and 1 to maintain.

Rangers are unique to the Nomad race, and may only be created at a Nomad town, for the Construction Cost of The town must already contain both a Barracks and an Animists' Guild for this to be possible.

Rangers are very dangerous mobile units, but they are too expensive to develop and mass-produce simply for firepower. The Pathfinding ability is what really sets this unit apart from the crowd. Consider deploying a Ranger with any existing landbound, 2-Speed army, be they Heroes or mainstream mounted units such as the more economical Horsebowmen , to enable it to cover distances overland at breakneck speed.



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