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Old May 15th, 2012, 10:13 AM

Bat/man Bat/man is offline
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Default Re: EA Agartha - The Not Exactly a Guide [CBM]

Quote:
Originally Posted by Torgon View Post
As others have pointed out Death 3 misfortune 2 is asking for trouble even with Earth readers (they're only fortune teller 5 after all)

And death in CBM 1.92 is a suicide pact.

I'll reiterate what Calahan said, why are you taking P2 and D3? What do you need P2 for? The income advantage is eaten away by D3 in about 5 turns, and all of you troop are gold intensive or holy limited and not resources limited.

Even if your recruiting stone hurlers rather than trogs you'll never be resource limited. Heck you start out with 80 with neutal p scales. You can recruit 7 plus an oracle and still have a few left over without even taking an adjacent province. You've taken a dom of 5. Thus you will NEVER be limited by resources unless you have a burning desire for seal guards.
You are, in fact, resource limited for most of the first year.
The boulder throwers are 11, but the net throwers are 20 (from memory).

The netthrows have something like 22 hp and 14 armor. The combination of the two lets them be good screeners. They can take a hit. Whether calvary or your own boulder throwers.

Best of all - they actually turn around and hit with their nets. Let me repeat that. They are an agartha unit that actually hits. Not occassionally. Usually. Nets incapacite your opponent for a turn, and the defense is lowered. (so they can hit with trident).

Turning the question of misfortune around: Oracles are too expensive 350/7 = 50 gp/ rp. You simply *have* to buy earth readers. And since you are buying earth readers you might as well take advantage of their fortune telling.

In the 4 test games I ran, I never had a misfortune event after turn 8, in the capitol. With this build, money is *not* an issue. You have more money than you need.

You have the money to build a castle a turn and still fund expansion parties.

Look, can you replace the net throwers with other units, and lower the Prod value?

Yes. However, when you do that, if you use the standard light infantry, your losses will go from 0-3 units a turn (normally about 1 with the net throwers) to 10-12 units per turn, per expansion party. Which means more losses (gold) more chances to fail to capture the territory, and more frequent pauses to refresh your screeners.

My fundamental criticism of this build has nothing to do with short term. You have earth, death access for long term, and reasonable to great thugging with the earth bless / double bracers, and umbrals.

With the earth communion you will be swimming in gems. I'd like to see death access on the pretender to speed up the ramp up in death, and for afflictions on battlefield and remote spells.

I'd like to see astral access.

Last edited by Bat/man; May 15th, 2012 at 10:21 AM..
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