Enough foreshadowing, this is seems like a great time to start a new series:
![[Image: ewok1.jpg]](http://dl.dropbox.com/u/16500814/FFH2PBEM7/ewok1.jpg)
So, we've discussed at length that the elves are a late game civ, that there's no reasonable reason to run anything other than Guardian of Nature late game, that we're going to need magic for collateral, that we need cottages for commerce. We've spent some time talking about our opponents and how their play will impact us, and how we can maybe hope to work with some of them. While there are still several topics to discuss, it seems to me now is a good time to discuss the primary focus of early game Ljosalfar, staying alive to get the chance to play with those late game toys.
So what tools does FFH innately give us to survive? Well, the first and most obvious of them is the Ljosalfar worldspell - March of the Trees. Let's dig a little deeper there:
![[Image: marchingtrees.jpg]](http://dl.dropbox.com/u/16500814/FFH2PBEM7/marchingtrees.jpg)
So what does it do, exactly. Well, once fired, it turns all your forests (and ancient forests) into these guys:
![[Image: treant.jpg]](http://dl.dropbox.com/u/16500814/FFH2PBEM7/treant.jpg)
They last for five turns, and then turn into a new forest on the tile wherever they settle, provided there's not already an improvement on the tile. If there is, you're stuck waiting for Bloom to reforest it. So two things should be obvious. One, this is a great defense against a rush. Even in our capital right now, you're talking about 6 treants. Once you've got a few cities up and running and forests have grown from new to normal, we could easily be summoning 15-20 treants on turn 50, and far more down the line. Nobody will have production that can match that, so the world spell will annihilate any threat that isn't really, really fast.
The second fact is that should be apparent is that you really don't want to use this spell. You lose, in the example above, 15-20 forests. If you actually have to use them to repel an invasion, the treants won't die on the tiles you want them to, not to mention you'll lose some, so you're going to lose a decent amount of production, not to mention food and happiness once FoL and GoN are part of the equation. So what you REALLY want here is for MotT to act as a threat to repel the invasion, not to actually have to fire the worldspell.
Let's say however, that diplomacy fails, and you have a stack of Pyre Zombies (or HAs, but we'll stick with PZ's, since there are better reasons for a Sheaim player to rush me than for the Hippus player. The Hippus player would be smarter to attack the Balseraphs or Grigori) on your borders. What alternatives do you have to literally throwing wood on the fire.
Well - the answers are not good, frankly. Ideally, you want to attack PZs with fast movers, who can get in and get out and not feel the effects of splash damage from the zombies. As Elves, we have little motivation to make an early march down the mounted line for Horsemen or Fyrdwell. The game wants you to go after Archery, but while Archers and Gilden have nice defensive strength, a sitting target has no answer for zombie collateral. Not to mention, the primary elvish strength of Archers is they're improved on the attack, they're no better on defense than base Archers.
Another option is Hunters. We'll have Hunting reasonably early as we go after the Fellowship, and Hunters are 2 movers. The Downside is you're looking at 5 STR PZ's, and Hunters max at STR 4. So even if you somehow have a terrain advantage, only relatively well promoted Hunters are going to be able to hurt a PZ. Its unlikely we will have such well promoted units to throw at a PZ stack.
The other standard answer is Bronze Warriors, lots of them. The plus side - they're dirt cheap. The minus side - we have to research BW, which is not part of the short term tech plan. Additionally, PZ will have odds on Bronze warriors, so we'll need to throw lots at them, and each one that dies decreases the chances of future warriorpults succeeding, as the splash damage from the explosion will hurt the nearby units.
Longer term - there are solutions. Rangers work pretty well as a mobile unit, STR 7 2-movers and if we're talking about zone defense, their city attack penalty won't come into play. They have no easy counter at that stage of the game, so they can stage 2 tiles away and the splash damage won't hurt the main stack. Unfortunately, Animal Handling is a relative expensive tech. Mages with Life 2 - Destroy Undead will do just that, and we get free Life I on all our Adepts. Unfortunately, you're talking T130-140 at the earliest before mages are getting any play, and thats with being really dedicated. More likely we won't see Mages until the 160-170 range. Bowyers gives you Longbowmen, who can use metal weapons. Unfortunately Bowyers is also an expensive tech, and its off the beaten path. Or at least our intended path.
So it seems to me that basically beelining Way of the Forests is our only reasonable non-diplomatic solution to a PZ invasion. But gentlemen, I'd love to hear an alternative. I'd also be interested in an early rush attack plan, if we happen to find them close before they have PZs.
Future installments of this series will delve into ways of countering threats posed by other civilizations.
![[Image: ewok1.jpg]](http://dl.dropbox.com/u/16500814/FFH2PBEM7/ewok1.jpg)
So, we've discussed at length that the elves are a late game civ, that there's no reasonable reason to run anything other than Guardian of Nature late game, that we're going to need magic for collateral, that we need cottages for commerce. We've spent some time talking about our opponents and how their play will impact us, and how we can maybe hope to work with some of them. While there are still several topics to discuss, it seems to me now is a good time to discuss the primary focus of early game Ljosalfar, staying alive to get the chance to play with those late game toys.
So what tools does FFH innately give us to survive? Well, the first and most obvious of them is the Ljosalfar worldspell - March of the Trees. Let's dig a little deeper there:
![[Image: marchingtrees.jpg]](http://dl.dropbox.com/u/16500814/FFH2PBEM7/marchingtrees.jpg)
So what does it do, exactly. Well, once fired, it turns all your forests (and ancient forests) into these guys:
![[Image: treant.jpg]](http://dl.dropbox.com/u/16500814/FFH2PBEM7/treant.jpg)
They last for five turns, and then turn into a new forest on the tile wherever they settle, provided there's not already an improvement on the tile. If there is, you're stuck waiting for Bloom to reforest it. So two things should be obvious. One, this is a great defense against a rush. Even in our capital right now, you're talking about 6 treants. Once you've got a few cities up and running and forests have grown from new to normal, we could easily be summoning 15-20 treants on turn 50, and far more down the line. Nobody will have production that can match that, so the world spell will annihilate any threat that isn't really, really fast.
The second fact is that should be apparent is that you really don't want to use this spell. You lose, in the example above, 15-20 forests. If you actually have to use them to repel an invasion, the treants won't die on the tiles you want them to, not to mention you'll lose some, so you're going to lose a decent amount of production, not to mention food and happiness once FoL and GoN are part of the equation. So what you REALLY want here is for MotT to act as a threat to repel the invasion, not to actually have to fire the worldspell.
Let's say however, that diplomacy fails, and you have a stack of Pyre Zombies (or HAs, but we'll stick with PZ's, since there are better reasons for a Sheaim player to rush me than for the Hippus player. The Hippus player would be smarter to attack the Balseraphs or Grigori) on your borders. What alternatives do you have to literally throwing wood on the fire.
Well - the answers are not good, frankly. Ideally, you want to attack PZs with fast movers, who can get in and get out and not feel the effects of splash damage from the zombies. As Elves, we have little motivation to make an early march down the mounted line for Horsemen or Fyrdwell. The game wants you to go after Archery, but while Archers and Gilden have nice defensive strength, a sitting target has no answer for zombie collateral. Not to mention, the primary elvish strength of Archers is they're improved on the attack, they're no better on defense than base Archers.
Another option is Hunters. We'll have Hunting reasonably early as we go after the Fellowship, and Hunters are 2 movers. The Downside is you're looking at 5 STR PZ's, and Hunters max at STR 4. So even if you somehow have a terrain advantage, only relatively well promoted Hunters are going to be able to hurt a PZ. Its unlikely we will have such well promoted units to throw at a PZ stack.
The other standard answer is Bronze Warriors, lots of them. The plus side - they're dirt cheap. The minus side - we have to research BW, which is not part of the short term tech plan. Additionally, PZ will have odds on Bronze warriors, so we'll need to throw lots at them, and each one that dies decreases the chances of future warriorpults succeeding, as the splash damage from the explosion will hurt the nearby units.
Longer term - there are solutions. Rangers work pretty well as a mobile unit, STR 7 2-movers and if we're talking about zone defense, their city attack penalty won't come into play. They have no easy counter at that stage of the game, so they can stage 2 tiles away and the splash damage won't hurt the main stack. Unfortunately, Animal Handling is a relative expensive tech. Mages with Life 2 - Destroy Undead will do just that, and we get free Life I on all our Adepts. Unfortunately, you're talking T130-140 at the earliest before mages are getting any play, and thats with being really dedicated. More likely we won't see Mages until the 160-170 range. Bowyers gives you Longbowmen, who can use metal weapons. Unfortunately Bowyers is also an expensive tech, and its off the beaten path. Or at least our intended path.
So it seems to me that basically beelining Way of the Forests is our only reasonable non-diplomatic solution to a PZ invasion. But gentlemen, I'd love to hear an alternative. I'd also be interested in an early rush attack plan, if we happen to find them close before they have PZs.

Future installments of this series will delve into ways of countering threats posed by other civilizations.
I've got some dirt on my shoulder, can you brush it off for me?

) for a long NAP that includes a fire mana trade. We just need to get past the point where the PZs are something to worry about. Then you can go and take the AV shrine for those ritualists.
In my test, the forests where the treants spawn are all replaced by new forests. That means you lose the defensive bonus and the ancient food, but the hammer is still there. So that won’t be such a productivity disaster. However, when they all expired after five turns, there were no new forests created, which very much surprised me. More investigations required!
![[Image: explor3.jpg]](http://dl.dropbox.com/u/16500814/FFH2PBEM7/explor3.jpg)
![[Image: explor4.jpg]](http://dl.dropbox.com/u/16500814/FFH2PBEM7/explor4.jpg)
![[Image: t4demos.jpg]](http://dl.dropbox.com/u/16500814/FFH2PBEM7/t4demos.jpg)
The tension buildsâ¦.