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November 2nd, 2006, 03:13 PM
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Major
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Join Date: Nov 2003
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Re: Nations that seem strong/weak
My guess would be since old age became a problem. In Dom2 anyway Abysia wasn't thought of as weak last I remember.
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November 2nd, 2006, 03:16 PM
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General
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Re: Nations that seem strong/weak
Yeah Aby was quite strong in dom2. Good battle magic, good summoning, decent national troops (after CB).
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November 2nd, 2006, 03:19 PM
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Major
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Re: Nations that seem strong/weak
Quote:
Ironhawk said:
decent national troops (after CB).
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Are you saying Abysian troops were poor before? How's that?
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Great indebtedness does not make men grateful, but vengeful; and if a little charity is not forgotten, it turns into a gnawing worm.
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November 2nd, 2006, 03:48 PM
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Lieutenant Colonel
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Re: Nations that seem strong/weak
Try an Earth-9 bless and beeline to rejuvinate (or the age-stopping boots), and then tell me how weak Abysia is 
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November 2nd, 2006, 04:03 PM
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Shrapnel Fanatic
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Re: Nations that seem strong/weak
There are winning strategies for everyone, thats the joy of this game. But if you are talking small map fast games, I would have to do some thinking on an abysian strategy. Maybe a strong dominion push to make use of their heat scale?
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November 2nd, 2006, 05:09 PM
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Major General
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Re: Nations that seem strong/weak
My observations so far on:-
MA Man - This nation is powerful and very easy to play, especially early on. Mass Longbows with a small shield of infantary/cavalry in front of them slices through indie 5 provinces like butter. I often take 0 losses, many times the indie army has routed before its reached my lines, the rain of longbow arrows take a huge toll on any retreating army. Back this up with a awake combat pretender and u will be number 1 for provinces. Add in all the stealth units, powerful air/nature summons, lightning bolts, wind guide etc, etc... u will be a serious power early/mid game. Take good scales to get the most out of yr large empire.
The weaknesses r lack of fire/death/astral/earth magic, which could seriously dent yr endgame.
I would say its overall balanced and a good nation for a beginner to play, just concentrate on yr strengths.
This is based on 2 MP games with MA Man. (turn 16, turn 10).
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November 2nd, 2006, 05:57 PM
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Re: Nations that seem strong/weak
LA Ermor
Typical for autospawn nations this is hard to gauge. I can't exactly say if Ermor is weak since i didn't play other LA nations yet to compare, however compared to D2 they took a few very hard hits.
Decent priests are quite hard to come by. No more battlefield undead buff spells for every army from turn 5 onward.
The autospawns are among the weakest troops for LA. The good national troops will wipe the floor with them, even without further boost spells.
Banish has been improved greatly.
Ermor is restricted to ashen empire, which is a lot weaker against indeps than ghost gate was because of a) not ethereal and b) no healing.
Ermor can't use a sleeping or imprisoned pretender.
Besides the pretender, the only magic paths are 3 death and up to two random picks on dusk elders. In LA whith standard settings (35% magic sites) every gem counts, and ermor needs to use a rainbow pretender to get some non-death mages summoned. At least in long games.
So, as i see it, ermors strength now lies in mid-game. Early expansion is slower than before and lategame all useful troops have to come from magic gems which are sparse in LA. after getting a few provinces set up with castles+temples and dom 10, and before the other nations have assembled big groups of LA troops with heavy protection and skills, ermor can still grab provinces with frighteningly large armies.
Conclusion: not terribly weak, but weaker than i'm used to. (well, i'm used to slaughtering my unsuspecting buddy with mass castings of ghost riders in games on really large maps  )
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November 2nd, 2006, 04:56 PM
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General
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Re: Nations that seem strong/weak
Quote:
Agrajag said:
Try an Earth-9 bless and beeline to rejuvinate (or the age-stopping boots), and then tell me how weak Abysia is
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Most nations don't really have to spend blood slaves that are only huntable with a capital only mage to keep their other capital only mages from dying of old age. Especially not a nation that's supposed to be able to take heat 3 death 3 with little to no downside to offset their use of easily counterable fire magic.
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November 2nd, 2006, 05:02 PM
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Private
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Re: Nations that seem strong/weak
Quote:
Graeme Dice said:
Most nations don't really have to spend blood slaves that are only huntable with a capital only mage to keep their other capital only mages from dying of old age. Especially not a nation that's supposed to be able to take heat 3 death 3 with little to no downside to offset their use of easily counterable fire magic.
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Blood hunting turns up lots of slaves very quickly and the boots are cheap. Besides, Abysia is a blood nation so it's not like they aren't going to have some blood hunters anyway.
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November 2nd, 2006, 07:26 PM
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General
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Re: Nations that seem strong/weak
Quote:
NickW said:
Blood hunting turns up lots of slaves very quickly and the boots are cheap.
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Blood spells require more slaves to get an equivalent effect to other magic paths, and the boots need to be put on dozens of mages, so you'll need to spend thiry or fourty blood slaves a turn just to equip the new mages you'll be purchasing.
Quote:
Besides, Abysia is a blood nation so it's not like they aren't going to have some blood hunters anyway.
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Abysia blood hunters are warlock apprentices, which are capital only and prevent you from recruiting a more generally useful Demonbred or Warlock in the middle age. This is even worse in the early age, where you have to make the choice between an Anointed of Rhuax and a warlock apprentice.
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