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Old December 25th, 2006, 03:41 AM

Micah Micah is offline
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Default Re: Strategy for Agartha Early Age

Badger: I just played a game as EA Agartha, so I've got a pretty good feel for them. I went with the forge lord initially myself. Your general idea is good, although I'd tweak it a bit. I think the growth scale is a poor choice, as you lose out on one of Agartha's main advantages: no supply use for most troops. Taking triple death makes invading your dominion a pain in the rear for most nations, and redistributing the 200 design points from that scale to order (which then allows the points in luck to go to productivity, if you wish) will easily offset the income from the population death unless you're playing a pretty long game. Plus you get the money up front, which still might make it worth it. Drain is a solid choice for exactly the reason you mentioned, and a bless strat is essential for Agartha. You contradict yourself on cold/heat, but heat is the way to go, since your units are cold blooded and it helps out the magma children, as you said. Heat/cold also hits supplies, synergizing nicely with 3 death.

From my experience playing last time I'd probably try the following pretender for my next game:



Frost father, imprisoned, dominion 5.
Water 9, Fire 6, nature 4, astral and air 1.

If I'm right, quickness will provide a -2 defense penalty on the 2nd attack, making it easily better than the extra few points in fire. It will also vastly up your chances against tramplers because of the defense. Mammoths were my bane in my last game, the only way I could deal with them was massed flame oracles casting magma eruption. Flaming weapons don't stack up to the water bless because the seal guards can already provide magical weapons, and the high str of agarthans makes the extra few damage much weaker than an extra attack. Nature provides regeneration, cutting down on deaths and afflictions. Air comes with the chassis, and astral is a good choice since it's only 10 points, and not available nationally.

Order 3, Prod 3, Heat 3, Death 3, luck 0, Drain 2.

I already discussed the reason for the scales above. A tweak down to order or production to up dominion might be prudent in a shorter game because of holy troop limits, but in a longer game building temples with the extra income is probably a better choice.

As far as general strategy, I didn't play with the summons much, but magma eruption is a great spell, and all of your flame oracles can cast it, many at half fatigue. Crank out some earth boots for the losers with only a 3 earth skill and you shouldn't need the reinvigoration from earth bless, they'll get off a good 4-5 casts of it in a battle with the first 100 fatigue, which should put a nice dent in the opposition. You also have the advantage of half upkeep on all of your units save the trogs (which are great if you need troops right away, or for times when you can't get a blesser over to a province, or as a flanking force). All of your other non-sacred troops are useless. Your PD is good for absorbing damage, but that's about it, don't expect them to win battles on their own (ever). Anyhow, probably way too much info. Hope it helps.

-Kyle
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