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Nations under CBM 1.6 - .com.unity Forums
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Old January 6th, 2010, 10:11 AM
Mardagg Mardagg is offline
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Default Re: Nations under CBM 1.6

Quote:
Originally Posted by WraithLord View Post
Mardagg, your strategy is ok for SP. For MP its problematic. No strong astral is bad in late game. No access to water hurts too. If you make it to late game you'd be left with a bless that is only good for a capital only now easy to counter average MR unit.

Where I fighting your build I'd have MHed all your mages and enslaved/soul slayed your armies. I'd have shut down your capital production as my first shot in the war. Astral pretty much rules end game and your bless has denied you any piece of that cake.

I'd say Machaka needs either awake SC or awake/sleeping rainbow (with s6,d5, w3 for example)
yeah ,i know.
Basically i am saying,that a much better early game makes up for that on many maps.
I still got Nature and Death for Tartarians,Astral summons/rituals are a lot less common without clams.
I rely on spiders early to mid,to ideally get number 1 or 2 in provinces.
Then i support them with dragon mastered sorcerers summoining 3 fire drakes per turn and mages.
Late game tartarians with GoH up,due to my early power i should have v high gem income.

And,btw u cant shut down my capital January Year2.
Later on i dont rely on spiders much anymore at all,but i still will have like 50+ hunters left,because they simply never ever die vs indies.
What u are mixing up is my game plan with the general game plan,advisable for standard builds.

i mean common,after all the developers even thought that 120g hunters are balanced.I even took that build for fun purposes at that time and wasnt that disappointed at all.Now you basically get a free spider every 3 u produce.Also u get nice gold income since ur upkeep stays pretty low with those low number sacred units.
we got 33% decrease in cost now,mind you,thats HUUGE!
Maybe even overpowered,seriously.
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