http://en.wikipedia.org/wiki/Lords_of_Magic:_Special_EditionOr "LOMSE", if you enjoy using acronyms that sound funny if you try to pronounce them.
Lords of Magic (I'm not even going to pretend that I have any particular familiarity with or sympathy for the players of Lords of Magic: Not-special Edition, so I will no longer feel the need to specifically make note of the difference. You can all just assume I'm talking about Lords of Magic: Actually Somewhat Playable Edition, or LOMASPE if you prefer) is a Sierra strategy title from 1997, combining aspects of role-playing, turn-based strategy and real-time strategy, all in a non-traditional fantasy environment with incredible atmospheric potential (particularly for someone with some amount of imagination or creativity), although perhaps not the most fascinating realization right off the bat.
The game is buggy, cuts a few corners in production, is hilariously unbalanced, and boasts an AI which is at times artificially infuriating and at others simply an artificial idiot. Also, I'm rather enamored with the whole mess of the thing, and it's one of those titles that I just dig out from time to time, like Dungeon Keeper or Sacrifice.
I just recently pulled this item out, dusted it off, and started making a fool of myself again with twelve different games running simultaneously in various configurations and setups with the lord/faith combinations.
My first win of this latest round was, interestingly, Chaos. Chaos, which is generally considered to have gotten the exceptionally short end of the stick when the balancing truck came around (this point made all the more interesting by the nation's ranged units, being stickthrowers, who indeed grasp the short end of the thing).
I'd been probing my massive intellect (and the game's mechanics) to try and find SOME build that would give those barbarians a decent start that would secure me a moderately acceptable midgame... After a few different messes with huntress queens and beastrider punching bags, I decided to play the chaotic and go gamble with a funny build.
The setup was a shaman queen with the ring of anything, a couple bands of goblins, and reincarnation (this was done on medium difficulty). The idea here is that reincarnation is potentially a somewhat useful spell, especially seeing as the Chaos magic unit, the goblin, comes in groups of three individuals rather than one single beefcake. The ring of anything would help alleviate whatever crystal upkeep I'd run into early on, and I figured I might be able to snatch a shambler or a will o' wisp from the goblin corpses, and just build up an almost-free army that way and increase my forces.
That's a decent enough idea on its own. However, it gets better thanks to reincarnation not just being a somewhat broken spell, but is in fact a HYSTERICALLY BROKEN spell.
After rolling over a couple level 1 caves with no losses, I experienced the inevitable death of one of my chaffy minions. Crossing my fingers and hoping for a fire elemental, I used the one casting of reincarnation I had the wizzy-juice to pull off.
Oh. Hello, storm drake. How are you today?
Fast forward a bit. I've steamrolled everything nearby, liberated Earth's great temple to the north, obliterated Air's armies and taken their capital to the south, and I've got a giant crazy army of beasts following my shaman queen around on a wild hunt for pretty much anything. And I've still got those goblin packs from the start.
By turn 50 or something, I've trounced Death's standing army and stolen their capital too. I've now got a storm drake, a rock troll, an ogre, a demon, and a pegasus plus that same damned pack of goblins from when I first started out (one of the groups was, sadly, lost in the fray). All just from reincarnating something or other, that being the only spell my shaman knows.
It took me around 25 more turns to kill Balkoth though, due to him being a cowardly twat with nutty pathfinding that makes him almost impossible to hit with ranged attacks and huge amounts of armor, so he managed to run away pretty much every time I caught up to him. Then he'd attack one of my mage towers or do something similarly odd.
Still though, I'd beaten the game. There was really no power left in the game that could take me down with the kind of versatility I had thanks to one crazy spell.
So... Yay me! I found something that actually made Chaos pretty dang powerful! And with the ability to create multiple powerful groups, rather than just being a one-trick pony like the fire giant + dragonscale armor shebang, which is even worse than the water priestess + staff of drowning because Fire generally has junkheap units, taking the worst from Chaos and combining it with some of the most pathetically disappointing thieves guild units in the game (the scouts are the most impressive, really... I do love me some imps), whereas Water gets slightly more well-rounded selections.
I'm also trying to figure out fun things to do with Air... I've managed to figure out some of the one-trick pony lords for Water, Earth, Fire and Death now (plus Chaos, sorta), so research is dedicated to finding amusing ways of cheesing everyone else in some way too.
Anyone else play/remember this thing? Care to share your experiences, tactics, amusing happenings?