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March 15th, 2007, 11:20 PM
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General
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Join Date: Mar 2007
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Re: Beginner\'s Guide to EA Arcoscephale
Thanks for the great guide! I'm still playing the demo while waiting for my order to arrive. This is a really cool game.
I'm using the above strategy, but I substituted an awake Forge Lord for the Cyclops. He's already got 1 fire to start, and he spent a few early turns making armour. A priestess healed the Forge Lord's limp. Since I'm playing the turn-limited demo, I cranked luck up (to 3) instead of growth, and set random events common.
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March 16th, 2007, 12:47 PM
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Major General
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Join Date: Feb 2004
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Re: Beginner\'s Guide to EA Arcoscephale
Ooooh, one glaring omission (IMHO) is the use of mystic communions for battlemages. The mystics are some of the absolute best mages in the game at forming a communion to dish out damage because they all have astral (for communion master/slave) and they have a variety of the best paths for evocation spells. They're not capital only, reasonably cost efficient researchers, and the ones who get bad/low random picks make great communion slaves while the lucky ones are pretty darned good for their price even before becoming a communion master. Plus, because of the variety you can change the focus of your army every turn by anticipating what you needing to cast in the next battle- you can switch an army from having heavy fire mages to sending out a load of blade winds by just changing who is the slave and who is the master. Or go with an astral focus (make sure to bring a banner of the northern star) and go recruiting with enslave mind when the enemy army is weaker than you. Or switch to water and send a ridiculous amount of cleansing water towards all those undead. I find the mystic is VERY versatile, and one of the best parts of Arco.
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March 17th, 2007, 05:16 AM
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Sergeant
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Join Date: Apr 2004
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Re: Beginner\'s Guide to EA Arcoscephale
Not a bad guide, although I strongly disagree on a few points.
Myrmidons are decent heavy infantry, but they fatigue very quickly with an encumberance of 10. While I use them, it's often as bodyguards or as flanker defense around the mages. I don't recruit them en masse, as I take sloth scales. Taking drain seems counter-productive with Arco. You have your choice of 4 different mages and 6 national paths at 2 or higher. You have the best recruitable researcher in the game, and early access to feathers. Taking drain effectively trades these advantages for 80 cretion points, and I cannot reccomend that strategy. Recruiting a Wind Lord on your first turn and making him into a prophet is almost a no-brainer. While boots of flying on a priestess (or Conceptual Balance Mod) will allow you to bless fliers, the prophetized Wind Lord is hands-down the best choice for EA Arco. Also worth mentioning is the indy Pegasus Rider, a blessable flying archer. At 50 gold, they aren't cheap, but for adding missile support to an air assault, they are about your only option.
My reccomended pretender/scales?
Lady Of Fortune, Dormant
W9 N4
Dominion 5
Order 3, Sloth 3, Magic 1
W9 bless is still imo the best bless in the game, and even with your healing priestesses, the regeneration from N4 is very helpful. Additionally, you get an Awe-4 mid-game SC chassis with high defense. Wind riders are resource-cheap when compared to the 125 cost, and the sloth is easily managable. I start recruiting wind riders exclusively on turn 3-4, with the odd myrmidon to use up extra resources. You can quickly amass groups of 20, which is more than enough to take any indy. While you will not hit 2-province expansion until at least turn 10, when your pretender awakes you should have a set of black plate and the usual construction 4 toys to kit her out. Oriads are outstanding with boots of flying, as are priestesses for secondary wind rider armies. The slower provincial expansion is somewhat medited by your rapid research speed. Early mystics while assembling your forging team can be followed by later philosophers. A single mage-engineer for forging quills until later in the game. With research kick-started, you should be in a dominant forging and casting potion before your neighbors can besiege you. The very strong wind rider bless protects you early, and your magical versitility, mobile flying sacreds, and unmatched research give you a good position in the mid and late games.
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March 17th, 2007, 05:21 AM
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Sergeant
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Re: Beginner\'s Guide to EA Arcoscephale
Blitz is right, W9 Bless is too powerful not to consider here.
But these are both great guides. Thanks guys.
Nice posts dirtywick.
GJ

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March 17th, 2007, 03:36 PM
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First Lieutenant
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Re: Beginner\'s Guide to EA Arcoscephale
Nice guide!
couple points
Baalz is 111% right (and i've seen him prove it)- Arco is a major communion power.
Philosophers are cool, but since they are capitol only they should only be built when you are broke since building one means that you are not building an Oreliad.
Starting with a dormant pretender and a 5 dominion as Blitz suggests is risky. You'll probably get away with it, but if some smart alec is going dominion push and starts close you could be in for a short game.
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March 17th, 2007, 11:56 PM
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Sergeant
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Join Date: Feb 2007
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Re: Beginner\'s Guide to EA Arcoscephale
Wind Riders are very hard hitting with a F9 Bless too.
Theres not a great deal that they can't take care of (when used in appropriate numbers).
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March 18th, 2007, 09:22 AM
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Second Lieutenant
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Join Date: Dec 2003
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Re: Beginner\'s Guide to EA Arcoscephale
Quote:
GameExtremist said:
Wind Riders are very hard hitting with a F9 Bless too.
Theres not a great deal that they can't take care of (when used in appropriate numbers).
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I cant help thinking about running some 125 gold 13 hp units into the indep mages with orb lightning.
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