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October 25th, 2006, 10:48 PM
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Shrapnel Fanatic
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Join Date: Oct 2003
Location: Vacaville, CA, USA
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Re: Guide to playing Patala competitively
I dont think Patalas troops are that crappy other than it seems like its being examined by a bunch of Ulm players.
OK I took a look. The bless thing sounded interesting.
2 blessable units?
They also have 2 pretty decent stealth units and a stealth commander.
But I will stick with the bless thing for now. 6 blessable commanders, all priests and mages. OK this seems workable. But why look at army blesses. I think I will look more toward mage blesses.
Code:
Pretender: Great Sage (paying 35 to get 10 extra research points)
4 astral magic resist +1
4 earth reinvigorate +2
4 water defense skill +2
4 air air shield 20%
1 fire
Dominion 4
Order +1
Productivity +1
Heat +3 (2 were free)
Hope to land near the water to make good use of those aquatic troops. Use the great aquatic priest/mage to try and discover a castle underwater to cement my foothold.
Create a couple of stealth armies to move outward and possibly take weakly protected provinces during a players initial expansion when he has no way to hurt me back. Rape those provinces to death. I gain, he is damaged early in the game.
Make use of the 27 research on my god to rush into some heavy spells. Use the rainbowness of my mage to create magic boosting items for those great mages
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-- DISCLAIMER:
This game is NOT suitable for students, interns, apprentices, or anyone else who is expected to pass tests on a regular basis. Do not think about strategies while operating heavy machinery. Before beginning this game make arrangements for someone to check on you daily. If you find that your game has continued for more than 36 hours straight then you should consult a physician immediately (Do NOT show him the game!)
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October 25th, 2006, 11:30 PM
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Major
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Re: Guide to playing Patala competitively
Your Nagahs are poor amphibians so it'll be tough "rushing" underwater ...
Also I don't play Ulm save Late Era. And even then all I use are Rangers + Zweihanders. In case you haven't guessed, I play everything min maxed. Note I didn't say ALL of Patala's troops are crappy, The Bandars are quite nice and should be the only thing you're recruiting besides possibly Atavi and Markata screens. The only reason you probably think I say so many of their units are crappy is because well ... they have a lot of other crappy units.
People who read the guide really needs to read more than the first few lines.
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October 26th, 2006, 12:15 AM
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Shrapnel Fanatic
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Re: Guide to playing Patala competitively
I didnt realize I was quoting YOU. I thought others had said it also. If its jsut you saying it then... well there would be no need to comment on it.
But when I say Ulm players I refer to the style, not so much the nation. The armored armies sweeping forward meeting armored armies style of play. As opposed to playing bless, or stealth, or defense, or research, or any other thing that a nation seems perfectly setup to do. Forcing a nation to compare to Ulm style combat tends to make many of the nations "suck".
As for the aquatic rush, they only have to take one province. After that the fact that I have magic/priests is adequate. I can use the locals to expand in water from there. As a land nation they actually have quite an advantage in water.
__________________
-- DISCLAIMER:
This game is NOT suitable for students, interns, apprentices, or anyone else who is expected to pass tests on a regular basis. Do not think about strategies while operating heavy machinery. Before beginning this game make arrangements for someone to check on you daily. If you find that your game has continued for more than 36 hours straight then you should consult a physician immediately (Do NOT show him the game!)
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October 26th, 2006, 12:17 AM
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Colonel
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Location: Kansas, USA
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Re: Guide to playing Patala competitively
Quote:
People who read the guide really needs to read more than the first few lines.
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Must admit it took 3 or 4 visits to this thread before I could bring myself to even skim past the first few lines of your guide. The second line begins by what I consider to be an poorly worded slam on the AI followed by an endless stream of "this unit is crap", "that unit sucks ***", etc...
Overall, once I sifted through the "crap", I found that your guide has a useful set of opinions, observances and ideas to contribute. A suggestion would be to focus more on the positive aspects of the nation and less on the negative. It would make it much easier for many people to make use of your work.
Please don't take this as a flame, as it is not intended as such. 
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October 26th, 2006, 12:33 AM
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Major
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Re: Guide to playing Patala competitively
Quote:
Ballbarian said:
Quote:
People who read the guide really needs to read more than the first few lines.
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Must admit it took 3 or 4 visits to this thread before I could bring myself to even skim past the first few lines of your guide. The second line begins by what I consider to be an poorly worded slam on the AI followed by an endless stream of "this unit is crap", "that unit sucks ***", etc...
Overall, once I sifted through the "crap", I found that your guide has a useful set of opinions, observances and ideas to contribute. A suggestion would be to focus more on the positive aspects of the nation and less on the negative. It would make it much easier for many people to make use of your work.
Please don't take this as a flame, as it is not intended as such.
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Non taken, actually I had spoke with others about the guide and I was hoping that my tone about the subpar troops would be taken as a bit of saucy humor. But apparently it didn't come through very well and as a result doesn't appeal to certain audiences. This was pointed out to me actually when I was discussing it in the IRC channel. My next guide (assuming I find a good enough strat for another nation) will try to be more serious.
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October 26th, 2006, 08:14 AM
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Captain
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Location: France
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Re: Guide to playing Patala competitively
Personnally I have great fun with a mix of the two strategies.
I use a dormant cyclop E9. I've used sloth 3, the bless is mostly for mages and summons (exact scales : order 3, sloth 3, heat 3, misf 1, magic 3, dom 7 and growth 3 ; dom 6, death 1 or more misfortune + a second school at 6 is also possible, or dom 6, death 1, air 3, astral 4 for teleport, better buffes and precision for the cyclop ; or any combo with earth 8 as the protection bonus won't be used for a long time). I expand without mercenaries (I dislike mercenaries, against computer it's too easy, against players it's too random). I use a screen of any infantry with shields I can recruit (mostly indeps) + a second line with some bandars or other good infantry I've found + a squad of light longbowmen + a squad with elephants and some good morale troops in attack rear. Except my first commander/prophet I only use indie commanders and priests. I research only evocation in the first turns, and thanks to magic 3 have blade wind when the cyclop appears. At this point I normally have two armies and then take 3 provinces/turn without having to wait for my dominion (but I had to make only one nagarishi in the 10 first turns, as elephants cost a lot, and would be distanced in site searching by other players in a mp game, I only had arcane probing and one nagarishi doing manual searches before turn 15 or so).
Anyway once blade wind is found I stop to use elephants and just use a screen, eventually some archers, and the nagarishi I start to recruit each turn, blessed by indie priests (I never use nagarishi/rini for research, they start the lab work only when I have construction 4+). I've also made an army with a big heavy bandars squad I use for knights or heavy troops provinces, and add markatas to reduce defense if a castle is close (and rust mist against knights). Finally once site detection spells and alteration 3 are researched, I start to focus on construction/conjuration only. Once I have construction 6 (for the water bracelets) I start to build more naginis, more cost effective for clam hoarding than nagarishis.
I've also finally made a little army with nagah warriors leaded by a nagaraja to start expanding underwater (with +4 protection and their hp, nagahs can take a medium tritons or shamblers province without too many losses, but I agree they are not very usefull out of taking the firsts underwater provinces, and with sloth 3 I had to produce nothing else during 5 turns).
KB strategy is probably better, but this one is fun to play and relatively efficient (to have blade wind when many provinces with light troops are still independant rocks, and your mages are really unfatiguable with the fatigue reduction of magic 3 + reinvigoration 4 from the bless + eventually items). The +4 protection makes gandharvas very hard to kill, especially as their 25 hp are sufficient to endure one or two spells (and I think 21 prot devatas with reinvigoration to fight longer with 4 weapons, some resistance items, and buffing themselves with mistform, etc... would rock in the end game - I'm just at conjuration 6 in my test-). Another option with a cyclop would have been a classic focus on enchantment then using him to summon lots of living statues at a good cost, but I wanted to have the national summons as fast as possible (I'm probably not min/maxing here).
edit : "reinvigoration" not "recuperation" 
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October 26th, 2006, 08:50 AM
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Lieutenant General
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Join Date: May 2004
Location: Bavaria , Germany
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Re: Guide to playing Patala competitively
Quote:
Twan said:
... your mages are really unfatiguable with the fatigue reduction of magic 3 + recuperation 4 from the bless + eventually items...
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You get another +4 reinvigoration from summon earthpower + 1 additional level of earth magic  .
I haven't experimented much with Rust Mist yet, does the trampling from your elephants also destroy enemy armors?
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October 26th, 2006, 09:04 AM
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Captain
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Join Date: Sep 2004
Location: France
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Re: Guide to playing Patala competitively
Yes I forgot summon earthpower in addition, so reinvigoration 8 (+30% cost reduction in your dominion) without items.
I think trampling is only size based alas and do nothing if it doesn't succeed, but knights provinces are not really hard to take with rust mist + a bandar first line (or better some expandable troops then a bandar squad) and a horde of little monkeys behind. I prefer not to use the markatas for taking the first strike, as it's better to have them surrounding knights (2 squads on the sides and rear to maximize the number of attackers).
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