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				February 26th, 2009, 03:22 PM
			
			
			
		  
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				Re: Machaka – a sorcerer’s fevered arachnophobia
	
			 
             
			
		
		
		
		Tartarians, probably.  You have Death and Nature, so you get a chance of Gift of Health and no difficulty summoning Tartarians. 
		
	
		
		
		
		
		
		
		
		
		
	
		
		
	
	
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				February 26th, 2009, 06:27 PM
			
			
			
		  
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				Re: Machaka – a sorcerer’s fevered arachnophobia
			 
             
			
		
		
		
		It doesn't really add magic diversity, but the troops are nice.  If you've made blood stone factories, it's a nice option to have available. 
		
	
		
		
		
		
		
		
		
		
		
	
		
		
	
	
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				February 20th, 2010, 07:11 PM
			
			
			
		  
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				Re: Machaka – a sorcerer’s fevered arachnophobia
			 
             
			
		
		
		
		warning: thread necromancy 
 
now that CBM 1.6 has become popular and gem generators gonne for good(perhaps) I wonder how this strategy will change. mid game seems to be relying a lot on bane lords+fire drakes(thanks to fetishes), without fetishes I don't think this is too reliable. the late game seems to be Tartfest that has no blood, so what will it be for Machaka? I guess Machaka does have plenty of D2(and maybe D3 with randoms? not sure) so working up to 7 is doable. you also got some nature for GoH/GoR and I guess challice is doable, but everyone is racing for those so it'll be tough. I do wonder if there would be another alternative for tartfest built on this strategy, upgraded for the current CBM 1.6 of course... 
		
	
		
		
		
		
		
		
		
		
		
	
		
		
	
	
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				February 21st, 2010, 02:53 AM
			
			
			
		  
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				Re: Machaka – a sorcerer’s fevered arachnophobia
			 
             
			
		
		
		
		I would like to see strategical options for Machakan end-game too. Machaka can get to tartarians, but needs some empowering along the way (or a S4 pretender and the forging of rings). Machaka has no mages who can cast GoH, unless they have a pretender with S and N for the booster. 
 
What makes all this more difficult is that Machaka has to spread out research in addition to enchantmet, conjuration and construction (like any other nation racing for those spells), but the to take advantage of the super-strong mid-game they have to research Evocations too. One option would be to forego evocations, but then the mid-game will most likely be more than slightly hairy. 
 
As it is, Machaka has, as far as I can see, very close to zero options in end-game. It all depends on the pretender you have, but if you plan for end-game you may very well croak during mid-game. Would be great to see some strategies where there would be at least some hope for Machaka in the end. 
		
	
		
		
		
		
		
		
			
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				February 21st, 2010, 04:22 PM
			
			
			
		  
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				Re: Machaka – a sorcerer’s fevered arachnophobia
			 
             
			
		
		
		
		A well played Machaka shouldn't allow a late game to occur   
But seriously, they'll have plenty of death and nature gems by late game, so a few empowerings aren't that expensive, especially when it's for a Tartarian factory.  Plus they can probably count on the Fire royalty and the King of Banefires, and have a decent shot at the Earth royalty.  
 
I really like poison golems for Machaka.  They're kinda rare, thanks to it's weird D/E summoning requirements, but Machaka can crank them out by the bushel, GoR em, and turn them loose under Heat from Hell and Poison Cloud spam.  They're reaper trait goes well with Volcanic Eruption spam.  
		
	
		
		
		
		
		
		
			
		
		
		
		
		
		
	
		
		
	
	
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				February 21st, 2010, 06:21 PM
			
			
			
		  
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				Re: Machaka – a sorcerer’s fevered arachnophobia
			 
             
			
		
		
		
		WITH CBM: 
 
Machacka is the kind of nation that will take your provinces and stand on your forts, even if it doesn't care to take them quickly in the early game.  Especially if they take scales.  Machaka can get so big so fast in the early game, it should seriously consider taking scales and pilfering a couple other players early, very early, in the game, especially if they have gems that pretender can use. 
 
I've played them twice in 2player to victory using scales.  They are seriously too dangerous early game, and having them next to you would suck worse than any cyclops. 
 
That is too many spiders! 
 
I could almost call them overpowered, but if you just take a more sparley populated map, make research faster, or hold out to the end game, they aren't all that bad.  Their combat mages are excellent, but they just don't deploy like a warlock or an arch theurg, for instance.  With these you can even save a turn by having them come back after casting four spells.  
 
People come and talk about Machaka, I would blah blah blah...  Maybe you would, but you shouldn't underestimate how bad it is to get rushed by spiders. 
 
Just try it.  Take scales and some sleeping astral rainbow.  Up want money more than protection, but you want both, and 7 holy doesn't hurt, but the sacred spiders are cap only, so don't be -wasteful-. 
 
You want 10+ spiders per group.  Take a province the second round with the initial force plus whatever spider riders you could make.  Look, you're going to lose some spiders, I'm not going to lie to you, if you aren't careful, you might even lose an army, BUT AT THESE PRICES (YOU'LL SEE I PROMISE)!! 
 
Hire a commander there if possible.  Keep filling your queue with spiders, you want 10+, but you want as many as possible of them to be the hunter spiders and spider knights... they really are better, you should get them when possible.  Eventually you should be able to get multiple indy kill forces a day... by like day 4 or so... really.  You need to have indy commanders pouring in to take them out, and you by turn 5 or 6 you should be able to hire a mage (just get the expensive ones).  Repeat.  Your research will be super fast, because you only hire expensive mages, this will pay off later too, when you need to have them kill stuff. 
 
Make sure you do some site searching (it's easy to get carried away with the conquest!), because eventually someone will have some evo and you'll start to take losses.  You should be truly huge at that time.  Keep pumping out spiders, or change to hopelites, or get a mix.   
 
You find some gems sites by searching a few turns, and then go home and research site searching spells to use the gems with.  Also, priests find pearls so have a priest or two search. 
 
Plan to start a fort the 4-5th turn a couple provinces away from you main.  I know you won't -need- it, but build it anyway, it helps you get more priest and mages going and gives you a forward location. 
 
This nation PKs. 
 
I don't reccomend getting a blessing just for the spiders.  Incidental is fine, I reccomend astral.  Or maybe you want to be permi-scary to invade and want to try and afford a pheonix with high paths in one or both of his specialties. 
		
	
		
		
		
		
		
		
		
		
		
		
            
                  
				
                    
                        Last edited by BigDaddy; February 21st, 2010 at 06:47 PM..
                    
                    
				
			
		
		
	
		
		
	
	
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				February 22nd, 2010, 03:10 AM
			
			
			
		  
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				Re: Machaka – a sorcerer’s fevered arachnophobia
			 
             
			
		
		
		
		I don't think anybody disputes the Machaka early game is super strong (except some undefined "experts" on IRC    ), that really isn't the issue. The issue is the end game.
 
While one, or as I think the *only*, solution is (what cleveland half-jokingly says above) to rush the map before it gets to the end game, that may be slightly difficult  in a "true" MP game (ie not duels, but where there are several players along). Maybe that is the niche of Machaka, but it sort of does not feel entirely right...
 
Regarding poison golems, I think I've GoR'ed one in some game, and if I recall correctly they get just two misc slots? I admit freely I am not an expert with poison golems, as the few tests I've had with them saw them pass out from fatigue real fast (and even though their poison is a killer even after that, there really isn't that much you can do to prevent getting killed or at least racking up a massive amount of afflictions). Do I remember totally wrong?  
		
	
		
		
		
		
		
		
			
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				February 22nd, 2010, 03:56 AM
			
			
			
		  
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				Re: Machaka – a sorcerer’s fevered arachnophobia
			 
             
			
		
		
		
		Poison golems have full slots I think, plus a banefire shield.  IIRC Baalz won the SC competition w/a poison golem equipped with boots of quickness and a lifedrain standard, which keeps its hps high.  I'm not sure how it would fatigue out since I would think it has 0 enc? 
		
	
		
		
		
		
		
		
		
		
		
	
		
		
	
	
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				February 22nd, 2010, 05:53 AM
			
			
			
		  
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				Re: Machaka – a sorcerer’s fevered arachnophobia
			 
             
			
		
		
		
		You don't need to GoR poison golems, they are already commanders, and they come with full slots.  One main vulnerability (that I've been on the receiving end of) is Shatter.  Also they have really weak attack and defense stats, and they are undead, therefore vulnerable in melee to anything with a Holy Scourge etc (that can deal with the golem's banefire shield, which actually doesn't do all that much damage). 
		
	
		
		
		
		
		
		
			
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				February 22nd, 2010, 06:07 AM
			
			
			
		  
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				Re: Machaka – a sorcerer’s fevered arachnophobia
			 
             
			
		
		
		
		Ok, cool    Poison golems sure look like an option then. Have to run a test game tonight to check them out    
		
	
		
		
		
		
		
		
			
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