Eranith
Eranith is Flamewood’s gleaming emerald. A place of wealth, industry and the home of innovation. Its empire would have failed much sooner without Eranith’s bountiful lands. Eranith’s faction abilities will always allow you to progress your industry in some way or another and their large territory will buy you time and force your enemies to have to choose the best way to stop you. Eranith also benefits from being able to rebuild several large armies, which many factions struggle with at the start of the game. Cul’Furaz has a powerful military and will likely strike hard at the beginning of the game, be prepared for the onslaught.
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-Large armies.
-Good development.
-Strong early game.
-Jack of all trades.
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-Weaker units late game.
-Lack of Anti-Cavalry options.
-Master of none.
Development Mechanics
Eranith is about taking punches and developing where you can. Your large size, unique starting position and abilities allow you to develop and your development will force your opponent to either capture your resource generating buildings or your capitals which provide VP.
Your ability to bounce back does help you utilise your ability to build a second building a turn or even to take more time upgrading your lumber mill, but be careful, if you hand Cul’Furaz too many early victories against your nation, you may struggle to gain the Victory Points back in the late game.
Eranithian Generals
Eranith’s flexibility as a faction is shown again in their generals. None of their generals are best in class. Some provide okay military powers, some okay development powers and some okay starting powers. When you compare them to Cul’Furaz militarily or Meturaz economically, you’ll be disappointed, however neither faction is given access to as many tools.
Ollios provides you with strength for skirmishers or even counters an enemy cavalry build. Eric while weaker when an allied army is attached, does allow him to rebuild armies fast if he loses one. Harrow starts with a reasonable navy and allows you a do-over if combat isn’t going your way and Cristoff allows you to build around your strength of support units. Each gives you a unique way of playing and should be enough tools for you to hold off the onslaught until your allies arrive.
Eranith starts with a roster of 4 generals and 13 unique units. There are also two generals and 15 unique units to be unlocked through gameplay. Below is a small selection of Eranith’s starting units.
Combat Cards
Eranith’s strength of being able to build a large army fast, comes at the cost of them not being as well trained. Their combat cards are a little weaker than most of the other players at the table and are more reliant on infantry compositions due to Infantry Volley being more common than Cavalry Charge. They have the best support attack in the game and so building an army around it is always a good start, but due to their lack of defensive options, they’re reliant on building large armies and hoping to do enough damage before their opponent can finish them off.