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Old May 18th, 2012, 03:56 PM
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Default Re: EA Agartha - The Not Exactly a Guide [CBM]

Quote:
Originally Posted by Torgon View Post
Agree. I'm not on the trogs are the best way to expand side. Trogs are an expensive trap along the same lines as elephants. They can be used successfully but there are also a lot of counters to them. And you'll eventually be left will all those low MR guys sitting around eating gold.

I'm on the expand with a mix of Ancient ones and unarmored/armored bolder throwers. Now I haven't tested it extensively, but are the nets + bolder throwers really that much better than this mix that its worth taking death 3 and production for?
You seem to be confused about what "expansion" means. Expansion is ONLY the short phase where you fight indies to score a minimum of 10 - 15 provinces within the first year. Thats all it is. But it is still very important.

The MR is irrelevant since you only fight indies. You will not be "sitting around" with the trogs because they will die while doing their job. Counters? You are not fighting human players yet so who is going to do "counters"?

For the purpose of pure expansion against indies, troglodytes clearly give the best output in terms of provinces per turn. But why tackle the task so single mindedly? Against heavy cavalry boulder throwers are much better for example, and also some other poptypes. So I usually go for two or three trog mobs and one stack of boulders behind indy infantry.

Both trogs and boulders require a good understanding of battlefield mechanics, both require screens and a setup to lure the enemy to a favorable position. So if you haven't learned to do that then you probably should before discussing their effectiveness.

Death scale in current CBM is not a relevant choice for Agartha. A minor bless might be, but your sacreds get irrelevant soon so tailor it for the mages. Minor earth, nature and fire is fine. You can still take a little production, just not at the cost of a death scale.

Agartha has awesome heroes, so luck is not a bad choice either.

Strategy wise one of my most successful starts is to go underwater and surprise rush a nation with a coastal capital, using a crapload of sacreds to bring the wall down in 1 turn. Pulling that off offsets your general crappiness so you have a chance to step up to summons quickly.

My guide to the nation, link in my sig, is outdated. But many of the tricks are still relevant.
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