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View Full Version : Advice On Middle Age Agartha


Jazzepi
April 20th, 2007, 02:42 AM
Any helpful tips? I've never played this nation, and they seem pretty bad. I tried searching the forums and didn't pull up anything useful.

Jazzepi

PvK
April 20th, 2007, 03:47 AM
I haven't tried playing them yet, but their human infantry is rather good (sort of like Ulm, but better in some ways), without Ulm's weaknesses, but also without its forge bonus. Natural ideas include Blade Wind, Darkness, national summons, productivity scale, and niche uses of the giants.

Wish
April 20th, 2007, 04:38 AM
put a wraithsword in the hands of one of those big marble guys that they can summon.

Teraswaerto
April 20th, 2007, 09:57 AM
The national statue summons are pretty good.

Ewierl
April 20th, 2007, 10:17 AM
Stacks and stacks of the mid-level (Ench 4) national summons, and a vicious bless. I like F9/W4, since those guys don't benefit from Earth or Nature. If you can swing some Astral, that also will help; Earth is good on your sacred mages and to allow eventual Earth Blood Deep Well, even if the bless doesn't help your statues.

If you aren't up against forces that have lots of high-damage armor-piercing options (even 10ap crossbows do minimal damage against 22prot!), those guys will plow through armies like there's no tomorrow.

Manuk
April 20th, 2007, 12:05 PM
Dark knowledge+Umbrals?

Baalz
April 20th, 2007, 01:10 PM
I love Umbrals. Send 2 umbrals per mage, and cast earth power/iron warriors/iron warriors (then whatever you want). With 20 protection, ethereal, good hp and life drain they're ridiculously effective for a cost of 2 death gems.

Ubrals + Gift of Reason is also pretty darn good. Stealthy, ethereal, good HP, life drain, 0 encumberance (slap black plate on them with no fear). 2d+20n for a pretty reasonable SC chasis if you can swing the nature.

Also, with those bad *** earth mages I find its usually more effective to go with buffs/de-buffs than damage dealing spells. Just watch how effective your light and medium infantry is with summon earth power/strength of giants/legion of steel/destruction/destruction.

RonD
April 20th, 2007, 02:17 PM
Baalz said:
Ubrals + Gift of Reason is also pretty darn good. Stealthy, ethereal, good HP, life drain, 0 encumberance (slap black plate on them with no fear). 2d+20n for a pretty reasonable SC chasis if you can swing the nature.




If you plan ahead to get blood magic, toss in a black heart for one of the few true thug/SC assassins. Just remember to not give them a weapon.

ologm
April 20th, 2007, 02:36 PM
MA agartha has golem cult active, meaning that golems/statues gets +10% hp pro your dominion level.

I also appears to stack with gift of health, because a juggernaut in dominion 10 went from 200 to 800 hp.

Jazzepi
April 20th, 2007, 02:57 PM
How do you know that golem cult is active? It's not a spell in the book, and it's not in their description in the manual.

Jazzepi

Baalz
April 20th, 2007, 03:50 PM
I know for sure from playing them and seeing it. http://forum.shrapnelgames.com/images/smilies/wink.gif +10% HP per dominion level, and it doesn't drop when they leave your dominion either (unlike GoH). They don't heal though, so they do eventually wear down to the nub if you send them forth to conquer without running back to a lab in friendly dominion.

Jazzepi
April 20th, 2007, 05:08 PM
So when you create them is when it sets their hitpoints, or is it just your dominion score from the start of the game?

Jazzepi

mivayan
April 20th, 2007, 05:14 PM
Baalz said:
They don't heal though, so they do eventually wear down to the nub if you send them forth to conquer without running back to a lab in friendly dominion.


They seem to heal just fine outside labs, at least in friendly dominion. This might be a golem cult bug.