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May 11th, 2007, 06:12 PM
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Major General
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Re: LA Agartha Advice Wanted
5 APs is not too bad in some ways, considering that if you Hold and Attack and the enemy does too you'll meet up pretty close to the Agarthan lines, which means your mages can still hit things even with their terrible precision.
It does make it hard to keep your battlemages alive, though.
-Max
P.S. Here's something else you might want to try: Tomb Oracles + Earth Boots + <Summon Earthpower, Earthquake>. Two or three oracles should eliminate most enemy mages, and then the Umbrals or N4-blessed Sepulchrals you presumably brought along can clean up. I forget which tree Earthquake is in but if it's in Alteration-5 then you're extra-happy since you're going there for Darkness anyway. [Nope, it's Evocation-5.]
P.P.S. Don't forget that once the Cave Knight dies, the Cave Drake is free of upkeep.
__________________
Bauchelain - "Qwik Ben iz uzin wallhax! HAX!"
Quick Ben - "lol pwned"
["Memories of Ice", by Steven Erikson. Retranslated into l33t.]
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May 11th, 2007, 09:35 PM
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Brigadier General
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Re: LA Agartha Advice Wanted
Thanks alot for the Max, those are very good tips.
The blindfighters i find arent too useful because even with a good bless they arent particularly good. They have very good protection, a decent shield and are blind but thats about all the have going for them. On the other hand they are slow, easy to hit, very fast to tire human troops with little damage potential and a high resource cost. I can see them being used as meat-shields with some sort of earth/nature bless but i dont feel that a bless on them is worth the point cost.
The tomb oracles(as thugs/SCs) and the sepulchralss could make for strong bless units but the sepulchrals arent hard to deal with for most people(with undead being fairly easy to counter) and take a long time to mass where-as the tomb oracles can function nearly aswell without a bless.
I can see an earth bless working well with this nation(sepulchrals are armoured, correct?) as it would help blindfighters, sacred mages, SC oracles and sepulchrals but not sure if its the way to go.
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May 11th, 2007, 10:30 PM
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Major General
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Re: LA Agartha Advice Wanted
Blindfighters do have a pretty decent MR and more hit points than the average human. In many ways they're about equivalent to Helheim's Hirdmen except for the much higher resource cost and the encumbrance problem--higher protection but lower defense and no glamour. An E9 bless suits them pretty well.
I like to take a high death bless if I'm playing a nation with sacred mages. I'm not sure if it actually helps me all that much since many spells either kill units or leave them untouched, but it does at least give you the potential to be tricky. Try the above-mentioned earthquake trick when you're operating under a death bless; enemy mages will probably die and a fair number of the enemies that get damaged will be afflicted. I'm not sure afflictions are all that crippling to regular troops so who knows if it's worth it objectively, but death is the only bless that enhances a mage's destructiveness and I love battlemages, so there you go. (Plus I like being able to throw D9 Clouds of Death around on my pretender.)
Yes, sepulchrals are armored.
-Max
__________________
Bauchelain - "Qwik Ben iz uzin wallhax! HAX!"
Quick Ben - "lol pwned"
["Memories of Ice", by Steven Erikson. Retranslated into l33t.]
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May 12th, 2007, 05:25 AM
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Major General
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Re: LA Agartha Advice Wanted
Okay, here's another datapoint. As I said, I'm still learning Agartha, and in my last 2 games (8 Impossible AIs on Glory of the Gods, 7 random and 1 set to my own T'lan Imass mod) I've stalled about 30 turns in. This is curious to me because I thought I had that part of the game figured out, so I went back to my last race (EA C'tis) to compare. I figured LA Agartha would be easier if anything, because the troops have heavier armor and the mages have higher research. However, C'tis really does have low resource costs even for Heavy Infantry (10 gold/15 resource), as well as cheaper forts (LA Agartha's cheapest fort is 1000 gold, and it takes something like 5 months to construct). I think now that I probably wasn't expanding fast enough as Agartha; I should go back and check, but I doubt I had 15 provinces at the end of the first year. Awesome battle magic and national summons are all well and good but it takes a while to get it rolling.
Next time I think I will probably take better scales (I've never taken Death scales before and I think it hurt a lot) and focus more on the early game. Perhaps Prod-3, Order-3, Misfortune-3, Drain-2, Growth-1.
-Maximilian
__________________
Bauchelain - "Qwik Ben iz uzin wallhax! HAX!"
Quick Ben - "lol pwned"
["Memories of Ice", by Steven Erikson. Retranslated into l33t.]
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May 12th, 2007, 08:19 AM
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Brigadier General
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Re: LA Agartha Advice Wanted
Thanks again max. Anyone got any advice on pretender set-up or how to build agarthan SCs with their fairly limited magic(i have some ideas but want to hear others)?
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May 14th, 2007, 05:30 AM
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Re: LA Agartha Advice Wanted
Here's another update from my learning experiences with Agartha. I usually want to focus on a good lategame, and so in Agartha's case that means taking Astral and Nature on my pretender (which also gives access to Air through Faerie Queens and/or Gift-of-Reason'ed Tartarians). The part I've been having trouble with is my early game expansion, and the most successful early game I've had so far (playing ten turns or so of a game and then quitting) was when I forgot about trying to play them as a bless nation and focused on conventional troops. IIRC my pretender was:
D9S6N4 imprisoned master lich
Order-3
Growth-2
Misfortune-3
Drain-2
Drain-2 doesn't hurt research much because Ktonian necromancers are sacred and high-research. I had plenty of cash in the early game, and since I'm using conventional troops I can use cave captains instead of Ktonian Necromancers (required for large numbers of Blindfighters). Once I'd taken the territory around my capitol I had about 200 resources, which is pretty average. Expansion worked well with 25-30 crossbowmen and 5-6 cave drakes and 1-3 entrance guards as blockers; on indies 9 they were taking out most provinces with 1 or 2 losses each time. This let me build necromancers most turns and research toward (in this case) Conjuration-5 for Umbrals. (There was an ichthyid province nearby, so I knew I could get an underwater leader, and I wanted to expand into the water ASAP. This was Glory of the Gods. Edit: okay, this was dumb of me. I forgot that ichthyids don't have any undead leadership, so I'm about to blow an extra 30 gems for a Tomb Oracle. [Nope, Mound King was cheaper.])
Basically I had to forego an E9 bless and take Drain-2, and got Growth-2 and Heat-0 in exchange relative to my earlier tries. In play this forced me to forego blindfighters for my expansion, which turned out to be not much of a loss. I expect to be in a much stronger position by the time I finally run into the AI nations, and I just may play this game through to completion. My necromancers are slightly weaker than in previous games because of 1.) no E9 bless and 2.) Drain scale, but as long as I make battles short this shouldn't be much of a problem. I was able to afford my favorite D9 bless on my necromancers, which makes me happy.
Hope that's useful to somebody.
-Max
__________________
Bauchelain - "Qwik Ben iz uzin wallhax! HAX!"
Quick Ben - "lol pwned"
["Memories of Ice", by Steven Erikson. Retranslated into l33t.]
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May 14th, 2007, 11:42 AM
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Brigadier General
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Re: LA Agartha Advice Wanted
Thanks again. Im assuming that the magic gives a nice bless for oracles and sepulchrals(+2 MR, minor regen to avoid afflictions and D9 to handle other tough units/SC's) aswell as the necromancers(MR is always good, sacred shrouds keep diseased necromancers alive and D9 makes them cripple enemies with afflictions). The D9 is probably also used for death globals and kick starting tartarians.
edit: Can anyone give me any advice on what to use for thugs/SCs at various points in the game and how to equip each type?
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