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New Nomad Review
#1
I recently completed game 5966 as the Nomad, which I won by Rex (five regions). According to Valhalla, this is the first victory for the Nomads - ever! This is a write-up of my thoughts on the Nomad kingdom after the recent balance changes.

Traits

The Nomad has the following traits: Cunning, Feudal, Foreknowledge (two artifacts), Healing, Riders, Ruthless, Secretive, Siege Engineering, Spy Network, and Trackers. This is an excellent list of traits, among the best in the game. 

Cunning + Secretive + Spy Network gives the Nomad excellenet agents. Besides the Underworld, I believe only the Pirate and the Gnome have better.

Siege Engineering + Ruthless lowers PC defense by 20% right off the top. They don't get War Machines, however, so this is Siege Engineering-lite, but still a useful perk.

Feudal is a good one, providing the Nomad with a nice influence boost.

Riders and Trackers are good for a military-themed kingdom. Healing is pretty meh, but better to have it than not.

Magic

The Nomad is a tier 3 kingdom. Looking at the spell list, there are some standouts: Wall of Flame, Fire Elemental, and Dispel Dome.

The Nomad gets Wall of Flame at two, which is unheard of. I never used it in my game, but it is a good thing to have in your back pocket. 

Fire Elemental summon is a new addition at four. I found these troops to be very good, but also a bit difficult to get into position to recruit, as desert terrain is required. This is more of a map issue than a kingdom issue, but since we have only the single map, there it is. If you get a chance to summon them, then do so, but they likely are not worth going out of your way like Trolls or Hill Giants might be.

Dispel Dome is obtained at three, which is excellent for a military kingdom. Compare to the poor Red Dragon, who has to wait until p-5.

Overall the magic is where it should be for the Nomad - very servicable and teleport army group is only one level past the max. Compare to the Sacred Order who has to spend a ton more gold and go through several coin flips to get a p-8. But I'll complain about that kingdom another time Smile

Troops

Nomad kingdom troops are quite good, and you get a lot of them - three brigades every reinforcement wave. You will be very good in the plains and even better in the desert. I was impressed with how damaging the archery is after the changes. I began fighting the Red Dragon (of all kingdoms) early in my game. On turn ten, we had our first group battle.

I had ten kingdom brigades, three Saurus brigades, a brigade of Scorpions, and three Zamorans. The Red had three Red Dragons, four Wyverns, a Phoenix, and two bats. I had a p-4 and a p-3 with no wizards for him. I stunned his only leader. Yes, I had a substantial advantage, but I was still surprised by the result:

The long range Nomad natural horse and foot archers and the intense fiery breath of the Red Dragon force initiated their attack. The Nomad forces dealt out substantial damage upon the Red Dragon lines, as the Red Dragon dealt out light losses to their enemy.

That was it. One phase of battle! He retreated with 32% losses to less than 1% to me. I pursued his group and did the same the next turn - over 40% losses for him and less than 1% for me.

A more typical battle would be one vs an Underworld army group on turn 17:

Marshal Jakara Oasis            Marshal Fafhrd
Marshal Scourge of Vale        Marshal Magnum Opus
Major General Shakar            Captain Major Varian Stalker

               Wizards
Power-4 Cleric of Pel      Power-8 Mystirian
Power-4 Valir              Power-8 The Spider
Power-3 Drakan             

                  Brigades
6 Nomads Regular              2 Trolls Veteran
10 Saurus Regular              3 Trolls Regular
1 Scorpions Veteran            1 Ogres Veteran
2 Zamorans Regular            4 Ogres Regular
                                         2 Wildlings Veteran
                                         8 Wildlings Regular
                  Combat Factors
Forged Armor              Very Good Leaders
Forged Weaponry             
Excellent Leaders     

Note this is after he hit me with a Summon Death, shaving off four brigades (three kingdom) and 15% morale. He insta-ported the second p-8 into the group, which likely saved him. He had Elan, while I had a Renowned Standard. I cast a Chaos, forcing the battle all the way down to the wire.

I won't paste it all here, but the net result was 88% losses for the UN and 18.5% losses for me. I believe the presence of the P-8 he added just before combat was the difference between his group surviving or not. Some of the success of this group was due to the ten brigades of Saurus; they proved to be very effective troops and a good addition to the kingdom.

Regarding companions, the Nomad can recruit Great Bats, Scorpions, Saurus and Zealots. In practical terms, they have one - Saurus, this being the new addition. Saurus should be your first option to recruit. As the requirments to recruit them is low (two brigades in Plains, Marsh or Desert) they are always available. Get ten and you are set. Great Bats are not worth the ordes IMHO and Zealots are an option only if you really want to pad out your groups. Scorpions are fine, but the need to have 1) Elite troops and 2) Desert terrain means you will just not have the opportunity.

Overall the Nomad military got remarkably better. Saurus are very strong. The kingdom troops hit MUCH harder in archery and calvary and, as I said above, you get a lot of them. They have excellent movement and are now very effective in Plains, which is a real game changer. The addition of Fire Elementals is a good one, though it can be hard to find a patch of desert to summon them. I will say the Nomads gave me my most powerful group I've yet to see, at least in raw numbers. Towards the end of the game I had a group worth just under 500,000 in the plains, and it was not all my troops, I had two other groups in the 100k range.

Emissarys

Nothing out of the ordinary here. The Nomad is baseline.

Economics

It turned out to be quite nice to have the less impacted summer production. Though I was in the south for most of the game I didn't really feel the impact of reduced production. That being said, I did spend a siginfanct number of orders boostring the economy at my (hidden) capital.

While I had a lot of troops they were not expensive as kingdoms such as the Sacred Order and Ranger (1100 food and gold for NO vs 2200 for SA and RA). They are even cheaper than Amazon troops (1700). Typing this now, I wonder if they are the best deal in the game when it comes to combat ability for gold spent in upkeep.

The extra 10k food and gold from the oasis is a nice perk. Don't be like me and forget to do it for a few turns Smile

Summary

The Nomad has gone from a bottom tier kingdom to one of the better ones. They are fun to play. Very dynamic due to capable and mobile troops and wizards feel capable with reasonable cost to level up. They have some unique perks (Wall of Flame at 2, Fire Elemental, summer production, awesome archers) which gives them good theming and flavor.

That being said, they would benefit from a different map with more contigous desert areas. The companions outside of Saurus and Scorpions should likely be reworked. The Zealots are a holdover from when they had the Devout trait. The Bats feel like something that was thrown in there. In a future where we have a dedicated programmer I'd like to see more thematic elements added, such as Desert Caravans (instead of merchant vessels), Camel Calvary companions and unique spells, such as Sirroco, heated winds that combine Windstorm spell with Firestrike.

Overall great job by Brek and Olorin to improve the kingdom!
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#2
Ozzy,

Thanks for the review!
Yes, Nomads were a great starting class since they had never placed, so I’m glad you piloted them to victory. Their archery phase is no joke anymore, so you can imagine what the masters of the bow, the Elves, might do in numbers. We’re very close to finishing all the troops, we just did a review tonight, and as we go through kingdom troops we’re thinking hard about themes. This will keep getting tuned, but I really want each kingdom to feel different.

For the Nomads, the idea of siege engines didn’t fit the theme we were shooting for, so we gave them the Siege trait but removed the engines. It may seem odd, but it fits. I’m making small changes to recruitment caps and locations, where I do have control, so for the Nomads the Saurus felt like a natural change, not just swamps, but also plains and desert. Expect more of these types of adjustments as we redo recruitable brigades. Food and Gold consumption is also under review, as are reinforcements, for example, giving Red Dragons a few more dragons late game so they don’t drop off at turn 15 after a bad fight with no way to recruit comperable troops. I’ve been listening to your thoughts, I just haven’t had as much time or expertise game changes to feel comfortable push some of them through. So a BIG shout-out to Olorin, who has put in a TON of time, and between us we’ve got a solid sounding board that’s speeding delivery.

Magic is getting a heavy revamp too. Look for Atlanteans with water elementals, military kingdoms getting regional protection for groups at much lower casting levels, and changes to stop a single spell, like Demonic Visions, from demolishing an entire military kingdom. We’re also spreading out spells where they fit thematically.

We want group vs group to be more than raw numbers. I want non damage spells to matter. For example, against a 500k Nomad force that front loads damage, which spells should you cast? Not Death, but Windstorm and Shield, maybe Chaos to stop them from constantly rushing out and shooting you, etc.

John
Reply

#3
(08-14-2025, 02:30 AM)Brekk Wrote: Ozzy,

Thanks for the review!
Yes, Nomads were a great starting class since they had never placed, so I’m glad you piloted them to victory. Their archery phase is no joke anymore, so you can imagine what the masters of the bow, the Elves, might do in numbers. We’re very close to finishing all the troops, we just did a review tonight, and as we go through kingdom troops we’re thinking hard about themes. This will keep getting tuned, but I really want each kingdom to feel different.

For the Nomads, the idea of siege engines didn’t fit the theme we were shooting for, so we gave them the Siege trait but removed the engines. It may seem odd, but it fits. I’m making small changes to recruitment caps and locations, where I do have control, so for the Nomads the Saurus felt like a natural change, not just swamps, but also plains and desert. Expect more of these types of adjustments as we redo recruitable brigades. Food and Gold consumption is also under review, as are reinforcements, for example, giving Red Dragons a few more dragons late game so they don’t drop off at turn 15 after a bad fight with no way to recruit comperable troops. I’ve been listening to your thoughts, I just haven’t had as much time or expertise game changes to feel comfortable push some of them through. So a BIG shout-out to Olorin, who has put in a TON of time, and between us we’ve got a solid sounding board that’s speeding delivery.

Magic is getting a heavy revamp too. Look for Atlanteans with water elementals, military kingdoms getting regional protection for groups at much lower casting levels, and changes to stop a single spell, like Demonic Visions, from demolishing an entire military kingdom. We’re also spreading out spells where they fit thematically.

We want group vs group to be more than raw numbers. I want non damage spells to matter. For example, against a 500k Nomad force that front loads damage, which spells should you cast? Not Death, but Windstorm and Shield, maybe Chaos to stop them from constantly rushing out and shooting you, etc.

John

Some of those ideas are good, however, if you reduce the effectiveness of the regional spells, how will a wizard kingdom survive?

Military kingdoms already have the early advantage in that they can stomp over the wizard kingdoms with ease. Wizard kingdoms don't have the troop strength, nor anything else for that matter, except for their dome/regional spells to help them survive the early going.

As it stands now, military kingdoms have to raise their wizards to counteract the regionals with either group-specific protection spells, or the dispel regional spell. The cost for a military kingdom to develop a wizard to 3rd-to-5th level for those spells are minimal considering the additional gold that they'll receive from their conquests early in the game.

Military kingdoms have two protection spells already against regionals plus they may cast their own regional earlier in the turn based on order execution (e.g., your blinding light will trigger before another kingdom's demonic visions). Domes are countered by a dispel dome so there are already adequate counter measures in the game. Not to mention the fact that a military kingdom may assassinate opposing wizards as well.

So, how may a wizard kingdom survive if you lower those protection spells even greater?
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#4
We are reviewing it all. The idea is to have balance points between each individual method of winning. So we are just looking at do we need better balance with the regional spells? Most military Kingdoms end up with a low ceiling for wizards, especially dwarves and red dragons. So do we need to adjust those and leave others? What is the best method? So we are working on it. We will be asking opinions when we are done, rather than just changing things, so you folks have the opportunity to weigh in before we try them. The same as we are doing with the troop ratings.
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#5
I always thought the healing spell should be relative to obtainable level three why not make it 5% healing adding 3% per level? A power 10 wizard casting heel will heal only 15% of the brigade why not 30%? The spell should grow with the power of the wizard just like combat spells.
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#6
That would be the programming. A bit beyond my perveiw, though I think that would be something Brekk can work on. I am only on the level of adjusting who gets what, not adjusting the items themselves.
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