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  #41  
Old February 21st, 2008, 02:55 PM

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Default Re: MA Pangaea strategies

Quote:
Gregstrom said:
kasavada: There are a couple of evocations that Pans can cast, although most will need Earth Boots or Summon Earthpower to do it. Firstly, there's Blade Wind, which isn't too shabby a spell. Then there's Earthquake - a bit of a stretch for most Pans, but if you're using lots of armoured centaurs then you can get away with casting a couple in a fight, causing much more suffering to the enemy than yourself.

Ah thanks. It's really a big stretch though, since about 1/4 of pans start with 3 earth .
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  #42  
Old February 21st, 2008, 03:34 PM
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Default Re: MA Pangaea strategies

pans are not so stealthy when the leaderless maenads attack the province he is in. So the lord of the wild.
Why you even want to patrol? to catch spies? or you are blood hunting with more than four bood mages?
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  #43  
Old February 21st, 2008, 03:47 PM

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Default Re: MA Pangaea strategies

Quote:
Ah thanks. It's really a big stretch though, since about 1/4 of pans start with 3 earth .
Well, Summon Earthpower takes E2 up to E3 for Bladewind, and Earthquake is enough of a niche spell that 1 in 4 being able to cast it is plenty.
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  #44  
Old February 21st, 2008, 05:24 PM

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Default Re: MA Pangaea strategies

Quote:
Torin said:
pans are not so stealthy when the leaderless maenads attack the province he is in. So the lord of the wild.
Why you even want to patrol? to catch spies? or you are blood hunting with more than four bood mages?
Quote:
quantum_mechani said:
On an unrelated note, one very important Pan tactic I have not seen mentioned here is the turn 1 harpy buy. If you buy a full pack of harpies the first turn, you can usaully set them to patrolling with taxes at 200%, even while your starting army goes off to conquer. This can lead to a huge leg up in the early game, with all of Pangeaea's effective but gold intensive troop options. It also helps with affording those early Pans and pretty much everything else, the catch of course is lower income late game from your capital. With the additional gold, though, you have good chance of capturing additional capitals anyway.
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  #45  
Old February 21st, 2008, 07:23 PM

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Default Re: MA Pangaea strategies

Quote:

pans are not so stealthy when the leaderless maenads attack the province he is in. So the lord of the wild.
I just tested it, it sounded like fun : imagine if you could move from places to places generating chaff and taking over provinces that way... But leaderless means that they rout instantly, so it doesn't work . Furthermore they are generated at the end of the turn, so it's too late to try to give them a leader and hope they'll join.

This would work if maenads came with leaders though...
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  #46  
Old February 22nd, 2008, 01:18 AM

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Default Re: MA Pangaea strategies

Damn you, QM, for being (I believe) correct.
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  #47  
Old February 22nd, 2008, 06:16 AM
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Default Re: MA Pangaea strategies

Notes added on Fever Fetishes and stealth.
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  #48  
Old February 24th, 2008, 10:17 PM

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Default Re: MA Pangaea strategies

Slightly off-topic, but LA Ulm's vampire counts have the same problem as Pans: although they're stealthy, they can generate unstealthy troops.
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  #49  
Old March 13th, 2008, 06:12 PM

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Default Re: MA Pangaea strategies

I was messing around with Pangaea commanders in order to find out what possible thugs to make with them. And testing them against PD only (not other SC or thugs).

All tests I made failed but one : the only commander i found capable of taking PD by herself (by now, you might have guessed), is the wonderful dryad. Well, I'm probably bad at making thugs anyway... so if you guys have any idea for other build, let me know.

Ok, here is the build :
Frost brand : Obviously other weapons might work just as well.
Eye shield. Cheap, and easy to make since you have loads of nature mage running around.
Horned Helmet. I had nothing better to use... yeah I know.
Robe of shadows. Being ethereal works wonders against PD...
Boots of the messenger. Because fatigues is bad.
Regen ring.
Luck amulet.

This dryad can take most indy province on her own. However, a single shot can take her out, so it's probably not so great. I had trouble only with heavy cavalry provinces though, everything else is fair game. Using more or less the same items I tried with the other non-mage units, and it failed. The thing is the dryad is sacred and has awe, and that's the reason she lives after most fight. She can self-bless, so with another pretender you can probably drop the regen ring and possibly the boots to use something more useful.

PS : this was with construction 4.
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  #50  
Old March 13th, 2008, 06:58 PM
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Default Re: MA Pangaea strategies

@kasnavada: In my last game, it was core of my early strategy.
Dryad with any weapon + Eye shield + Luck amulet buff herself with NE-minor bless + barkskin + Holy Avenger + Elemental fortitude. This girl easy take even Pithium PD. Try to build as many as possible and raid like crazy...

PS : this was with construction 2
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