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Old October 28th, 2010, 02:11 PM
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GrudgeBringer GrudgeBringer is offline
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Default Devils

First, the seasons are over for Softball and Rugby so you guys will see my ugly mug for the winter!!

Question, I was trying to sharpen up and get away from Arco and ran into a Devil problem...What the hell do I do with them?

Gift of reason, and if so what equipment (except Ring of frost if needed), Big armies of them that would attack rear while conventional armies tie up the enemies conventional troops?

Are they just mediocore (35 hit points) etc.

I have NEVER fought a Devil or used one so any info from anyone would be appreciated.
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Old October 28th, 2010, 02:26 PM

thejeff thejeff is offline
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Default Re: Devils

Hardly Mediocre. Flying, High str/att Heat aura troops. Good for raiding if you've got a flying leader. Good, as you say, for attack rear in larger battles.

And if you're getting them from Contracts, you can build up a frightening amount in a long game.

I wouldn't GoR them. If you want Devil commanders, Hordes from Hell will get you one.
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Old October 28th, 2010, 02:58 PM

Kobal2 Kobal2 is offline
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Default Re: Devils

Devil hordes work nicely with Darkness (which they're immune to), fire evocations (same) or spells that cause fatigue through heat (again, immune). Since they're demons, they also get their own Blood buffs on top of whatever regular buffs you'd wish to cast on your troops. Their high MR and high HP means they're not too vulnerable to priest spam.

Finally, their heat aura makes non-elite or heavily armoured melee troops very useless, very quickly. 10-15 devils will rip right through almost any amount of PD. If you've got flying commanders to lead them (preferably with Astral so they don't get Mind Hunted before they take off), they're excellent, upkeep-free raiders.

And as thejeff says, if you get to cranking the contracts early and in force, you'll get ridiculous amounts of them in no time. See Baalz' MA Abysia guide for details.
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