Jotnar Strategies?

This may be a bit late, but is there any reason why the various Giants get 4 models per unit rather than just one? I kind of liked the old version, where it really felt like you just had one really big guy wading in and killing everything, while in this version a unit of Fyrd has more guys than a unit of axemen, which seems sort of counter-intuitive. Was there a reason for this that I just missed? And is it possible to change it on my version?


It is a limitation of custom artstyles. The packmaster promotions replace 3 of those giants with trolls or animals...but that won't work if there are no models to replace.
 
I found myself a little puzzled about why exactly are Jotnar allowed to work peaks when they only get 1:hammers: out of them anyway - no difference from having a citizen specialist. I haven't noticed being able to build any improvements on peaks either, so the only use I can think of is Hephaestus, thanks to Veinhunter, getting 2:hammers: out of peaks, making them marginally better than having to run a citizen, which probably won't happen in any case.

So, have I missed something?

Also, just to be sure, I have absolutely nothing against them working the peaks. It suits them just fine. Just mentioning it since I haven't noticed any other reason for it being allowed than for flavour.
 
Just started my very first game playing as the Jotnar, a few days ago. Emperor difficulty.

I'm not sure if it's just them, or I'm just suited for playing at that difficulty level, but it's sure of a heck lot easier than anything I encountered on Prince and King. Maybe it's because I play on marathon all the time...

Anyway! Loving the Jotnar! Absolutely loving them.
 
One of the things I love about Jontar is their ability to adapt to any game, based on their starting position. The best synergy is with earth mana, RoK is able to build the dwarven forts (You can have 5 in a city), and with lots of earth mana you can produce a ton of resources such as gems, gold, etc... . Which is why having the fabrication guild is a must, because culture is a powerful tool for defense and for economic growth.

I have found Hephaestus to be the most powerful leaders, because of the armorer promotion, which makes his arcane and recon units better then Uxol's in the late game. (fast tracking to mithril working is a good idea). Moreover his Ability to pick philosophical as a trait makes him overpowered, I usually spam great merchants and engineers, but don't forget to build the apothecary because the potions are a must have for your top level units. (Perhaps a more fair trait would be ingenuity instead of the minor and the vein promotion)

It is always a good idea to capture as many animals as you can afford (especially hippograffs and griffons). The one problem with Jontar is expansion. I usually build around four cities unless I get a great commander in which case I will strategical place forts all over the map.

In all I think that jontar are the most diverse civ in the game. The way I want to play is by specializing each city with a specific kindred (fire, Ice, earth, nature, and a water/air). I then try to make the terrain in that city's area complement its affinity. As well I will try to set an uber unit with that cities affinity as the "head" of the city. In all this civ is a lot of fun and I think that some of the coolest scenarios could be built with them. Perhaps this summer I will try to make one.

And it is a good Idea to build 5 or more trolls in the early game, that way if you decide to get the troll elders they will be all the more powerful. I would only use them to explore in a large group though, because they are to valuable to loose at any point of the game.

I can think of several good tech paths, but I never go with one set rule I usualy just tech based off surroundings and resources.

Typically I don't focus on Arcane units until mid-late game, I will set aside 2 of my oldest jontar citizens for the arcane path. But the best way to build their xp is with valor and a great commander. I find it pointless to build them early and wait for their xp to accumulate.
 
May be a silly question but how do one spread religion easiest with the Jotnar?
 
Research knowledge of the Ether and build their civilization hero. He has the ability to spread religions. Also.. armorer is broken. Beast masters with 19/20 +1-6 extra from living a long time.. A long lived Jotnar beast master can take on acheron himself. Rediculous..

Mind you this is probably why you found them easy to play. The computer doesn't know how to attack with just 1 or 2 guys a turn at 99.9% and instead throws their whole army at you and kills enough so you can finish the big guys off. In the hands of a human player though.. unless you are up against the grigori, you are unstoppable.
 
So...

To get a city started on an island I have to have a Reaver get the seakin trait, walk to the island, found a fortress & then upgrade that fortress to the point that it can transform into a city?
 
So...

To get a city started on an island I have to have a Reaver get the seakin trait, walk to the island, found a fortress & then upgrade that fortress to the point that it can transform into a city?

It's been a while since I played the Jotnar, but couldn't you just, like, send a settler?
 
It's been a while since I played the Jotnar, but couldn't you just, like, send a settler?

Yep. It just took me a while to figure out how seakin giants could transport other giants.

Now I'm trying to figure how to get units to work sea tiles. I know they should do it after optics, but I'm not seeing it.
 
Now I'm trying to figure how to get units to work sea tiles. I know they should do it after optics, but I'm not seeing it.

Water tiles should be workable with earlier than that. You're probably talking about building improvements on resources in ocean. I don't think Jotnar can do that. (Bug; but since they're being redone from scratch for a third time, no one can be bothered to fix it.)
 
Water tiles should be workable with earlier than that. You're probably talking about building improvements on resources in ocean. I don't think Jotnar can do that. (Bug; but since they're being redone from scratch for a third time, no one can be bothered to fix it.)

Cool. Guess I'll just use the map editor to throw fishing boats on them.
 
Not sure the Jotnar need all that much strategy, honestly. Pick Hephasteus, build Egrass, kill everything with him while promoting him up the melee line as you can. He can get to like 70 calculated strength once he's an old phalanx. Maybe more if he can use Packmaster promo's, don't know if he can. Never needed them.

Kinda like Korrina the Red, but Jotnar instead. And, of course, stronger in the long-run.
 
What's the timetable on that Jotnar rewrite?

Should I just futz around with other civilizations till it arrives? I like them, but I'm curious to see the rewrite & would be happy to play around with other things I'm curious about till it arrives.
 
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