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Old December 31st, 2010, 10:58 PM
Squirrelloid Squirrelloid is offline
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Default Re: YARG2 , 24 players EA RAND game [11/24 players left]

Quote:
Originally Posted by Slobby View Post
Quote:
Originally Posted by Squirrelloid View Post
I'll point out autocast darkness isn't actually that great on PD because it doesn't let you use it offensively, and you have to buy 20PD. It just means that blood nations and undead-based nations still laugh at you on offense, and other nations might need to be a little more careful (or get into blood, which was a good idea anyway).

Rather than choosing when you use darkness, PD-provided darkness means the enemy gets to choose when and with what they fight in darkness with. That's a substantial difference.

(I did not think the PD-darkness was a major buff or even all that useful, tbh).
Ah but then I think the saying 'the best offense is a good defense' comes into play. With H3D3 scales supply in your domain is atrocious but of course is irrelevant for EA Ag. And lets be honest EA Ag isn't a high tempo nation but a turtle nation. Having that dominion with strategic pd20 provinces that are garrisioned by decent sized armies backed with mages potentially buy time. Time that is needed to get to alt 6. Once you get alt 6 underway then it's time to take to the offense. I would actually go crazy hard alt like pan and even moreso pushing for alt 9 asap.

But really an alt 6 spell, that's to be casted by D4 mages that you don't naturally have, that make other nations on par with Agartha's pile of crap, that you don't need D gems to funnel into, that costs only 210g. That's a boon.

Of course blood/ud nations don't care but the pd 20 helps EA ag in the early game, which is where it counts and where large amounts of ud/demons shouldn't be encoutered.

If anything being thug raided in the early/mid would be the problem. But that's a problem for most nations anyway.
210g *per province*. That gets expensive quickly.

Even with darkness, i'm pretty sure pale one militia loses to regular militia, but i'd have to run the numbers again to be sure, and with similar fates for other agarthan units against comparable indies. (Agarthan military is so bad that even darkness doesn't do more than *almost* level the playing field).

And straight rushing alteration doesn't work out so well for you since Evocation is where most of your good combat spells are. (And you're going to want umbrals, even at the awful price of 3d, so conjuration is also a priority).

I'm reasonably convinced a construction rush for skull mentors and lanterns is entirely the right play and gets you most research faster ultimately, especially since you'll also need the earth boots to make your non-cap mages useful at all.

Finally, you have that backwards. Its 'the best defense is a good offense'. (Mel, the cook on Alice. Also some more notable people, but that reference is funnier).
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