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Old June 2nd, 2008, 01:05 PM

MaxWilson MaxWilson is offline
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Default Re: Ashdod proto-guide

There aren't any crossbows to my knowledge in EA, so that's not an issue in vanilla Dom3 (although I personally prefer Single-Age Mod). Low-level lightning spells will require lots of mages (I'm assuming the attack/Shock Wave trick is not an option against tramplers), who would rather be doing other things like researching. So I don't see lightning spells dropping them quite like flies--it's be a fair fight IMHO, maybe slightly biased toward Hinnom depending upon the cost of the air mages. I agree that high damage dealers are likely to clean the chariots' clocks on a goldcost basis.

-Max
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Old June 2nd, 2008, 02:31 PM

chrispedersen chrispedersen is offline
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Default Re: Ashdod proto-guide

I'm going from memory - but my memory says that they are defense 16 prot 16.

I view the game in three or four phases. First phase - you want to expand against indies, as fast as possible without becoming a target.

The only time I have had problems with these tramplers is against cavalry that flanked and attacked the commander; against elephants, against the unusual site powers - for example the three air mages that throw orb lightning.

In other words.. very rarely. Balance that - strat move 3, with a strat move 3 commander. I have no problem saying that in time you will want to move to the sacreds. But for the initial phase of the game, I find them very cost effective.
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Old June 2nd, 2008, 03:16 PM

MaxWilson MaxWilson is offline
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Default Re: Ashdod proto-guide

Defense 14 Prot 16 HP 24 IIRC. And yes, they stomp all over indies. But then again, lots of things do. A nation which doesn't have an effective expansion army has problems, and probably has to take an awake SC pretender.

-Max
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