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  #1  
Old April 28th, 2008, 05:28 PM

atul atul is offline
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Default Re: Race advice for new mega-game

Shooting in my own foot here, but there are several astral-heavy races with elephants. Also, unless nonsacredness is a deal-breaker, check the two MA water races that get astral.

At least those come up straight away. Also, for some old goodyness, MA Ermor.
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  #2  
Old April 28th, 2008, 05:37 PM

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Default Re: Race advice for new mega-game

MA Pythium.
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  #3  
Old April 28th, 2008, 05:41 PM

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Default Re: Race advice for new mega-game

MA Pythium, LA Marignon, MA Bandar log are all very good. Bandarlog lacks in magic diversity, right up until you start summoning guys and they get magical diversity through the wazzoo.
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  #4  
Old April 28th, 2008, 05:46 PM
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Default Re: Race advice for new mega-game

Lol, truth be told I picked up Marverni because I got the impression a lot of people thought they were underpowered and I figured I could polish out some shine. Guess I succeeded. Then again, I really like some of the other classic underdogs from MA Atlantis (who I did very well with in the last megagame) to MA Ulm so I'd take my suggestions with a grain of salt.
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Old April 28th, 2008, 05:59 PM

K K is offline
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Default Re: Race advice for new mega-game

As a player who was doing well in the first Megagame right up until I needed to quit because of law school, I'd recommend a blood nation.
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  #6  
Old April 28th, 2008, 07:24 PM
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Default Re: Race advice for new mega-game

I would play a nation that you like and feel is strong Aezeal, there really is no right or wrong nation.
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  #7  
Old April 28th, 2008, 07:43 PM
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Default Re: Race advice for new mega-game

Any nation with access to air and nature will do well using the Gift of Reasoned militia with Chi Boots. Intimidation!!!
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  #8  
Old April 28th, 2008, 09:40 PM
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Default Re: Race advice for new mega-game

Lanka.
Describes everything you want:
1) Competetive. Check. Lots of people feel this nation is strong.
2) Good sacreds. Check. Great capitol only sacreds and very good recruitable everywhere else.
3) Good troops. Negligible. Being able to recruit their sacreds at every fort why bother with anything else?
4)Strong Priests. Check. And the priests are able to summon undead!
5)Strong Archers. Check. Stealthy shortbows and meaty (but expensive long bows)
6)Divers magic. Check
7) Strong in all magic paths. Almost. You may need a pretender strong in Astral to fill this gap.
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  #9  
Old April 28th, 2008, 11:26 PM

chrispedersen chrispedersen is offline
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Default Re: Race advice for new mega-game

Why the continuing reference to Gor'd militia?
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