Quote:
Originally Posted by P3D
I found that 6 Seal Guards can take out most indies with the F4E9N4 bless. But to get them built in two turns early one need Prod-1 and/or take high-resource provinces.
|
Buy Ancient Ones for your first few turns, you get more with restricted resources. Seal Guard give you no particular advantage over Ancient ones against most indies, whilst considerably delaying you reaching a critical mass of blessed giants.
4-5 blessed giants will struggle alone. However, you've got a start army of Pale One chaff. A first turn's recruitment of 4 giants should suffice to start expansion when backed up by the pale ones; eventually your pale one chaff will die, but you can recruit an indy commander and ferry over more giants. Building an average of 5-6 giants a turn for the first 5 turns should give you two expansion armies of 10+. Once you've got the resources and armies going, then switch to Seal Guard.