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  #31  
Old November 1st, 2004, 01:40 AM
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Graeme Dice Graeme Dice is offline
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Default Re: abysia strategies

Quote:
Cohen said:
If you buy lava warriors you can't buy researchers.
Sure you can. You can buy 1 or two lava warriors a turn, and a researcher every turn.

Quote:
You're outgunned in research. And you can't blood hunt well too. How can you only hope to grab the big Devils if you have in the same game any other blood nation?
This has been explained to you many times Cohen. You use your warlock apprentices as researchers until you have the basic research done. You then switch them to blood hunters to build your armies very quickly.

Quote:
Lava warriors will get arrowed very easily by any xbow province. They've no shield.
That's why you have the Anathemant Dragon and Moloch along for fire support.

Quote:
You assume Pangea is in
No, I'm simply pointing out the benefits of diplomacy. It makes you much stronger than any single pretender design ever could.

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They lack of mobility even if they're immune from overland artillery, any cloud trapezing mage capable of wrathful skies will kill all your army with ease.
They won't be able to kill your army that easily, because a cloud trapezing mage will go down very quickly to fire-9 lava warriors. False horrors won't do anything against sacred troops with magical weapons, enormous attack values, and suberb morale. You've also almost certainly got rings of tamed lightning on your SCs, so wrathful skies won't bother them at all.
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  #32  
Old November 1st, 2004, 03:39 AM

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Default Re: abysia strategies

I tried that strategy, I had luck too, I started in a good position with many neighbours, I managed to pump out til 8 Lava Warriors at turn ^^ but they got slaughtered too.
An army of 200 devils caught by trapeze/wrathing ... all dead.

An F9 Moloch has problems as SC, he can't cast many buffs.
However I'd like to see u in action, probably I'm not so good even if I adapt that strategy.
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  #33  
Old November 1st, 2004, 05:43 AM
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Default Re: abysia strategies

Cohen, I'm starting to get sick and tired of your whining about Abysia being weak. In my VERY FIRST mulstislayer game (and with relatively little SP experience) I'm playing Abysia and I'm one of the top nations so far. Not the most powerful, but maybe in 3rd or 4th place.

I'm using a Scorpion King with E6F4, Order 2, Prod 3, Heat 3, Magic 2, castle, and while I've not managed to max out everything the way Graeme described (and I've used a slightly different priority on research early on), I'm not in a difficult position by a long shot. Ulm is giving me trouble, but that's because Soapy had a Forge of the Ancients up for a good long while before the astral nations came up with the capital to dispel it. I've lost a couple of armies to Wrathful Skies, but it's not deterring me one bit.

I'm not playing to the fullest extent of Abysia's capabilities by any measure because of my inexperience, yet I'm doing well. If I were to give a setup like this to someone who has extensive MP experience (like Graeme), I'd bet even money on him winning the game. I won't, because I just don't have enough experience of MP to manage against some of the people in that game.

If I can do this, in my vbery first MP, Cohen, it just means that you are completely plain incompetent with Abysia.

Edi
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  #34  
Old November 1st, 2004, 07:59 AM
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Default Re: abysia strategies

I sometimes wonder what game(s) some people are talking about?

Problems with the gameplay degenerating into a race for the first SCs? Killerspells obliterating every army?

Try your next game with the following settings:

indies - 7 or 8
site frequency - 40 or less
research - difficult or very difficult

No of provinces per nation - 10..14
Max number of players - 12

Than come back and tell me that Abysian HI doesn't rock during the first 25 turns at least ...
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  #35  
Old November 1st, 2004, 11:33 AM
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Default Re: abysia strategies

Quote:
Arralen said:
Try your next game with the following settings:

I find that the map makes a big difference also. If they play always play on a map where each nation only gets about 5 provinces before forcing war then please dont complain to me that the game is broken because the same nations always win/lose. Obviously some settings carry great advantage for some nations over others.
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  #36  
Old November 1st, 2004, 07:04 PM
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Default Re: abysia strategies

Quote:
Arralen said:
I sometimes wonder what game(s) some people are talking about?

I couldn't agree more.

200 devils ??? Why isn't the game over ???

I have never seen a doom horror. I hear they kick ...

In Dom1 I cast Utterdark once (It was quite fun).


Not that I'm complaining. It just feels strange that people play this game I made and I don't recognize it. It could as well have been some other guy's game.
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  #37  
Old November 2nd, 2004, 04:44 AM

Peter Ebbesen Peter Ebbesen is offline
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Default Re: abysia strategies

Quote:
Kristoffer O said:
200 devils ??? Why isn't the game over ???

At a guess? There are at least three strong parties remaining, all hunkering down rather than being the first to launch a major attack which carries the significant risk of losing to the third party. Each player raiding and building up forces to hopefully gain an advantage - or waiting for the opposition to make the first misstep.

Another possibility would be that 200 devils quickly become 50 devils if they face a Staff of Storms + Wrathful Skies without sufficient protection.

Still, fortress mentality and the "let the other guy commit first and overextend" line of thinking probably counts for a lot.
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  #38  
Old November 2nd, 2004, 11:49 AM
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Default Re: abysia strategies

I have had 180 devils (and 2 arch-devils) slaughtered by a single Golem (high prot, wielding 2 blood thorns) and a Harbinger who cast wrathful and fled.

On the other hand, with soul contracts, you can recover from that loss startlingly quickly. In that particular game I was on the counter-offensive 5 turns later.
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