Earth Empire

Earth Empire is one of the four empires from Glorantha: The Gods War board game. It focuses on...

Units

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Buildings

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General Tips
Bully - Storm is a classic bully-boy - though you can dish it out, you can't always take it. You have good attack potential, but you are a late bloomer in terms of gifts - often, you must wait for other players to advance ahead of you.

Movement - Your movement is by far the best in the game, even better than that of Darkness. Your Temples let you strike across the map, while Whirlwind and Teleport let you gather your forces.

Growth - In the early-to-mid game, focus on gathering armies rather than buildings. Remember, though, that you'll need enough buildings to keep up your Power production. Use extra Power from Inferiority Complex and/or Kinship to bolster your forces; this will cause you to fall behind in VP, but your board presence and forces should surge ahead.

Late Bloomer - In the late game, you need to go all-out - most Storm victories are nail-biting, come-from-behind wins! Now, at last, you profit from double-teaming Courage and Insurgency, earning runes and setting Temples down as you devastate your enemies.

Gift Strategies

 * Courage
 * Encourages you to seek out larger clusters of enemies. Fortunately, you have the tools necessary to replace your losses. Still, this is not a good Gift to take early, before you have these tools. Remember to attack early in the turn, so that you aren't hurt by Honor.
 * Insurgency
 * Can transform oddball buildings, such as Chaos Nests and Castles of Lead.
 * It also means that when you lose a Temple to an enemy, it is trivial to get it back.
 * Single Combat
 * Makes you both flexible and unpredictable - a dangerous combination.
 * Teleport
 * Useful for either kidnapping an enemy or for charging into battle.
 * Weather Control
 * Take this gift early to jump-start your empire, or use it to super-charge a late-game turn. Remember that it triggers as soon as you take it, unlike other one-use gifts. Do not fall into the trap of always taking it as your last gift - sometimes 3-4 Power and a rune early in the game is better than 6 Power later on.




 * Whirlwind
 * This lets you station Stormbrothers as building garrisons, while also keeping them available for a critical battle. If you whirl even a single Stormbrother into combat, the extra die you gain makes him as cost-effective as your Barbarians.

Story

 * Epilogue

"The rain intensified, and lightning strikes were so frequent that it almost seemed as though the thunderhead was walking on thing legs of fire. Then Uncle Clem hooted and pointed into the heart of the storm - men and animals were soaring through the air, flinging themselves through the cloud with wild and furious abandon. Towering over the scene, the cloud top began to form into a gigantic, raging face."

— Sandy Petersen