I decided that even though they seem a bit bland [Edit: that is, with respect to special fantasy-world gewgaws - the Bannor background is fine and flavorful], that I needed to work on a strategy for them. They don't seem to have any substantial changes pending for Shadow, so hopefully, a strat will remain operable even after it comes out.
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My first concept is the "Bannor Divination Strategy."
Since their melee units get the Guardsman promotion, that means they can guard their weaker spellcasters against marksman and such. Teaming melee guards with good spellcasters should be obvious.
So, why Divination? Bannnor starts with Law and Spirit, which are both under Div. Getting 1-2 more to build the Tower of Divination for the free tech is easy. Also, with Spirit and Mind you can build Mages to station in cities and provide Hope and Inspiration. Divination happens to be one of the pre-reqs for Sorcery, so that fits nicely as well. Finally, if you get a pesky dragon next door you have Courage units that can fight him and if Hyborem spawns near you, there are courage troops and Sanctifying Adepts/Mages.
Later you can pick up an offensive magic school and send your guarded mages or conjurers wandering about. Or just Confessors if you follow the Order.
The basics are pretty simple (assumptions are a normal map [the shuffle selections], Monarch, standard size, normal speed).
Tech: Basic worker and econ techs as appropriate to the terrain ->Bronze -> KoE -> Div -> Metal Casting -> Backfill as appropriate (you'll need a few cats to bomb) and use the Tower of Divination to pop Mithril Working very early. If you're going strong on research, you may be able to divert and pick up either RoK or Order. In one game that went really well, I was able to research Mithril Working and use the Tower to Pop Mithril Weapons - nothing like Mithril Spartatoi fighting Iron Axemen...
Expand. You need to cover lots of ground to try to have mithril pop inside your borders. An early rush with Bronzed Axes is usually feasible. Station adepts in your larger cities and give them Mind and Spirit. Load all your troops up with courage and loyalty. Once mithril pops, you should be in a good position to roll over your most troublesome neighbor.
I prefer the Sabathiel with Chm/Org for this strat. Mages promoting with fewer XP is obviously nice and an extra promotion here or there can really boost an early rush. Later on, Command Posts for extra melee xp and production is great, not to mention cheap courthouses. I think you'd be hard pressed to find a better combo with free leader selection, but something with Arcane and an offensive option (aggressive or raider) might be good as well.
I'm still working out more detailed tech and build orders. I'll come back and post them once I've played more games and feel like I have them down.
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An alternate for Capria as leader would be to only run down the metal techs far enough to get the cheap forges from her Industrious trait, then run down the religious paths to get the disciple benefits from Spiritual and the Flagbearer/Donal Lugh options from Fanaticism. Industrious could be useful for picking up the Tower a bit later as well. Fanaticism followed by a tower pop for Righteousness might be effective for throwing out early Paladins.
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What other Bannor strats are out there?
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My first concept is the "Bannor Divination Strategy."
Since their melee units get the Guardsman promotion, that means they can guard their weaker spellcasters against marksman and such. Teaming melee guards with good spellcasters should be obvious.
So, why Divination? Bannnor starts with Law and Spirit, which are both under Div. Getting 1-2 more to build the Tower of Divination for the free tech is easy. Also, with Spirit and Mind you can build Mages to station in cities and provide Hope and Inspiration. Divination happens to be one of the pre-reqs for Sorcery, so that fits nicely as well. Finally, if you get a pesky dragon next door you have Courage units that can fight him and if Hyborem spawns near you, there are courage troops and Sanctifying Adepts/Mages.
Later you can pick up an offensive magic school and send your guarded mages or conjurers wandering about. Or just Confessors if you follow the Order.
The basics are pretty simple (assumptions are a normal map [the shuffle selections], Monarch, standard size, normal speed).
Tech: Basic worker and econ techs as appropriate to the terrain ->Bronze -> KoE -> Div -> Metal Casting -> Backfill as appropriate (you'll need a few cats to bomb) and use the Tower of Divination to pop Mithril Working very early. If you're going strong on research, you may be able to divert and pick up either RoK or Order. In one game that went really well, I was able to research Mithril Working and use the Tower to Pop Mithril Weapons - nothing like Mithril Spartatoi fighting Iron Axemen...
Expand. You need to cover lots of ground to try to have mithril pop inside your borders. An early rush with Bronzed Axes is usually feasible. Station adepts in your larger cities and give them Mind and Spirit. Load all your troops up with courage and loyalty. Once mithril pops, you should be in a good position to roll over your most troublesome neighbor.
I prefer the Sabathiel with Chm/Org for this strat. Mages promoting with fewer XP is obviously nice and an extra promotion here or there can really boost an early rush. Later on, Command Posts for extra melee xp and production is great, not to mention cheap courthouses. I think you'd be hard pressed to find a better combo with free leader selection, but something with Arcane and an offensive option (aggressive or raider) might be good as well.
I'm still working out more detailed tech and build orders. I'll come back and post them once I've played more games and feel like I have them down.
====
An alternate for Capria as leader would be to only run down the metal techs far enough to get the cheap forges from her Industrious trait, then run down the religious paths to get the disciple benefits from Spiritual and the Flagbearer/Donal Lugh options from Fanaticism. Industrious could be useful for picking up the Tower a bit later as well. Fanaticism followed by a tower pop for Righteousness might be effective for throwing out early Paladins.
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What other Bannor strats are out there?