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Old February 25th, 2009, 07:31 PM

Psycho Psycho is offline
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Default Re: Kailasa guide

Archers are not really that much of a worry, unless you just put all your troops in the middle. You need to organize your troops around the battlefield. Get some indy heavy inf, some bandars, some markatas and put them as arrow catchers. Yavanas with quickness will have 28 action points. They will cover the distance between you and the enemy in no time and cut those archers to pieces.

Yavanas also have two attacks (with quickness that's four) and hit pretty hard. Your enemy will need many skelly-spamming mages to stop a yavana rush. One mage raises 5 skeletons per turn. One yavana kills 3 (one square). One yavana costs 40 gold. How much does a skelly-spamming mage cost?

Nature bless may be good for gandharvas, but you shouldn't be summoning them much anyway. Rely on your castle recruitable troops. Keep you gems for more valuable goals. Yavanas are your focus, not gandharvas or apsaras. Of course, at times some gandharvas will be just what you need, but not all the time.

"You have to have Conj 8 before you get access to F and D, at which point you have rather a lot of catching up to do."
Actually you have to get to conj9 before you get those. But you really want death for tartarians and they are also conj9. And you can go without fire for some time, can't you? Sure flaming arrows can be very useful, but you can't have it all.

An S9 pretender is a big deal in late game. You're not going to empower from S3 to get all the good astral things. You will be crying for astral pearls even without empowering in astral.

Order 3, sloth 3 will leave you with more gold than you need. Everyone you recruit is sacred, so your upkeep will be very low. In fact, the problem with sloth is more in that it can limit your yavana recruitment if you end with low recourse provinces around your capital.
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