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December 22nd, 2006, 01:50 PM
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National Security Advisor
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Join Date: Sep 2003
Location: Eastern Finland
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Re: Strategy for Agartha Early Age
It's almost possible for the bigger Agarthans to punch through the shields of medium enemy infantry. Shields have protection 15, and bigger Agarthans have 18 str (and usually Spears, 3 dam), so they have about 50% chance of dealing 1 or more damage to someone with protection 6 before shield. It's not enough to balance the odds on its own, but with Legions of Steel and/or Nature 9 and/or low-level Blood bless they might be able to deal damage to medium infantry with shields even if the hit is parried.
The smaller Agarthans aren't good at killing your enemies, but they ARE good in slowing them down. For the price of a human, you get twice the hitpoints on an amphibian that doesn't consume supplies and has a siege bonus.
I just realized that Agarthans also suffer from poor choice of weapons. They use normal-sized Spears, but their attack is too low to Repel with it, and which has too low damage value to emphasize their own high strength.
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December 26th, 2006, 09:45 PM
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General
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Re: Strategy for Agartha Early Age
One important consideration-as of now, Oracles can quickly become old. You may be better off using your cash on Earth Readers if you plan on researching with them. Also, if you can afford to equip them, they make a fine fighting force-they're all priests so undead will melt before them, and they all have atleast some magic. Add a heavy combat bless, armor and weapons, and you've got a superlative fighting force. I do think Agartha is a tiny bit weak, though. Two changes I plan to make are increasing Oracle max age, either increasing the size of Ancient-level Agarthans or adding/modifying in some size 6 Agarthans, allowing earth readers and oracles to have a small chance of preventing bad things from happening while increasing their price, and possibly adding Beholder units and maybe another type of "monstrous" unit-these changes are a little overpowering, but I plan on tweaking other nations as well.
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December 26th, 2006, 10:46 PM
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Brigadier General
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Join Date: Oct 2006
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Re: Strategy for Agartha Early Age
Oracles can indeed make powerful combatants, they can all self bless, cast summon earthpower(reinvig), cast prot buffs and fire/water oracles can cast fire shield/quickness. They also have full slots and nice stats.
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August 12th, 2008, 10:47 PM
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Sergeant
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Join Date: Jun 2008
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Re: Strategy for Agartha Early Age
I like EA Agartha with a fountain of blood with earth, and maybe nature magic. It´s sort of thematic. Ancient beings from times beyond reckoning, keeping a strange blood cult that helps their realm to stay alive...
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August 12th, 2008, 11:58 PM
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Re: Strategy for Agartha Early Age
Too bad there's no weird sex cults to go along with the weird death cults.
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August 13th, 2008, 01:42 AM
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Lieutenant General
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Join Date: May 2008
Location: Utopia, Oregon
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Re: Strategy for Agartha Early Age
Quote:
Originally Posted by HoneyBadger
Too bad there's no weird sex cults to go along with the weird death cults.
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I am guessing you've never played Pangaea with 3 Turmoil. 
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August 13th, 2008, 04:37 PM
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First Lieutenant
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Re: Strategy for Agartha Early Age
Death and Earth are two of my favorite paths, and i like trolls too, so Argatha is one of my very favorite nations. I've been meaning to write a guide for a long time but instead i'll just add my 2 cents here.
1) Micah is of course right about the supply issue. No unit in your entire force pool except Trogs eats, so a crappy dominion will dissuade attacks by experienced players without nature magic.
2) Trogs are a usefull early game matchup unit, kinda like chariots. Against indies and some player nations they are an efficient way of killing things, but they will quickly become obsolete against a decent player, and won't work at all against any of the growing list of giant nations, anyone with elephants, etc. If you do use them you will find that they work best in fairly large groups - they are pretty vulnerable so they have to kill the enemy quickly or they will suffer too many casualties. Also they are expensive to field in mass and you will likely have poor candles, so IMO Trogs have a limited role to play. Other excellent players have extolled the virtue of Trog leaders with modest equipment (Black Shield, Amulet of Luck ,etc) as cheap trampling thugs, but when i have tried it they have gotten dead way too quickly to justify the expense.
3) A few Cavern guards may be useful to add bulk, but other than that the non-sacred are garbage and shouldn't be built at all. All the sacreds except the Seal Guards are build everywhere. Seal Gaurds have their charms, especially the magic weapon, but unlike the entire rest of your force they are move one. This annoys me so much that I do not build them till later in the game when i am rich.
Despite the fact that boulders hurt trolls and their precision sucks, i think a modest contingent of hurlers adds much needed killing power. Put them right behind the line and they will fire their limited ammo and then move to the flanks to help against the overlap that you will almost certainly be suffering.
4) Some of the other suggestions for blesses look perfectly viable to me, but my preference is 9E 4-8N. The reinvig stacks nicely with the reinvig from Earth Power for your Oracles. The armor plus the regen makes the Ancients Ones into a very serious living wall.
5)Ancient Ones are the rock upon which your empire should be built. AO's have two and a half serious problems- they cannot hit anyone, they are size four so they have horrible frontage, and since it takes forever for them to kill anything because of the first two and they have pretty high encumbrance, they tucker out before you win. The purpose of Ancient Ones is not to destroy your enemy, it is to form an extremely durable front line that can hold off and wear down the enemy army while you destroy them some other way.
6) I don't really see a point to the earth elementals, but Umbrals and Magma Children are spiffy. Put the Magma Children together in the same unit with the Ancient Ones (~50-50) and you get what i call the Flaming Phalanx, and it is an awesome killing machine. The AO's attract the enemy attacks 'cause they are bigger, but they mostly don't care and the Magma Kids do the killing with their AE attack. Yea, some of the AO's catch on fire, but they have plenty of HP and regen if go with my bless plan. Does not work against fire proof enemies of course, but it is otherwise a full six-pack of whup-arse.
7)Other's have mentioned the Blade Wind, and Blade Wind is great, but Earthquake is Argatha's national motif. Does not mix well with the Magma Children, but other than them no one in your army really cares and with E4 plus Summon Earth Power plus Boots a single Oracle can fire off several quakes, and there's no real reason to bring just one. Caster armies, hordes of scum and most regular human forces will simply disappear into the earth. It's beautiful.
8) A few random notes about Argathan weakness-
You need lots of forts 'cause your troops are resource intensive.
Though you have both fire and death you do not have them on the same guys and they are only level 2 so you are kinda hosed for power up items - no Fire Skulls, no Death Hats, no Flaming Helms. The death is more of a bummer than the fire - 2+ 1 for a Skull Staff is not enough to self boot death all the way up the ladder.
Though your land built armies can kick some butt underwater, the Wet Ones and PD are near useless.
Earth Readers are not much, so, like so many other EA nations, you are very dependent on the cap-only Oracles. Unlike many of the others EA nations however,you a are hard pressed to come up with any kind of dome and thus very vulnerable to province smites on your capitol later in the game.
Your PD is terrible, stealth raiders will eat you alive.
Last edited by Tyrant; August 13th, 2008 at 04:39 PM..
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August 13th, 2008, 05:01 PM
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General
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Re: Strategy for Agartha Early Age
Not too familiar with Agartha, but 2 Death is enough. 2D+Staff lets you summon Mound Fiends, who can summon Liches, which gets you Hats for 6D. Not enough for Tartarians, but I don't think anyone can summon Tartarians without a pretender, the Astral Rings or artifacts.
It's expensive if you want them in bulk, but 3D is enough for basic battlefield and ritual casting.
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August 13th, 2008, 05:47 PM
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General
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Re: Strategy for Agartha Early Age
By the way, Agartha EA, in my opinion, is one nation where the ability to wear double bracers ought to remain.
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September 22nd, 2008, 06:30 PM
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General
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Join Date: Oct 2006
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Re: Strategy for Agartha Early Age
Well, you are right about that, but to me, that's more the fault of other mechanics and factors, than it is the fault of a thematic desire to see blesses only take effect when your Pretender is around to affect them. Kristoffer himself has stated occasionally that he doesn't really understand the "Late Game" all that well-and I know it took me a long time to get even something of a handle on it, too, so there's a lot that could probably be rebalanced there, and it's possible that Blesses could be made deeper, strategy-wise.
I personally just want more Bless types to play with  That's what I'm hoping for. If we get more magical paths, to go along with them, I won't complain about that either.
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