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Old June 12th, 2007, 10:39 PM

Lazy_Perfectionist Lazy_Perfectionist is offline
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Default Guide to MA Agartha (National Troops)

Oh, Shovah, excellent taste. I'm a big fan of Hannelore. Think Pintsize needs animated laser eyes? I can do that, though in general I'm limited by a small canvas.

2.2 National Units

Note on Light, normal, and Heavy Infantry
They are all equipped with a short sword. I've mentioned the repel, above, but also worth noting is that the weapon damage is 5. Plus strength, thats a base of 15 + DRN for the damage roll. Given that most heavy infantry has 15 prot or above, your units are somewhat impotent against heavy armor. On the other hand, your mages can resolve that problem very simply, with that +4 strength spell.

Light Infantry (10,10)
Entirely unexceptional, it will be the foundation of your expansion forces. Unlike most light infantry, they don't come with javelins. If you're facing high prot troops, leave them behind. They aren't cheap enough to be chaff. Due to a a parry value of 4, they only a 18% chance of being hit by arrows at the start of a battle. Not bad. It also helps absorb some blows as shield hits.

Throw them up against heavy infantry and cavalary, and you'll hurt bad. But if you bring them up against militia, light infantry, and archers, they can usually fight their fair share with low casualties. The key thing is to keep them in their weight class. Whenever you don't, it'll turn into a bloody slaughter.

Infantry (10,22)

The immediate differences between these and the light infantry are obvious. However, the real thing you're paying for takes a little investigating to discover. The key component here is the Kite Shield. This is one of, if not the best, basic shields available, with a parry value of six. This helps in melee, sure, but before fatigue kicks in, these guys have only a 6% chance of being hit by missiles. That isn't counting all the other factors such as deviation. You may not have archers, but you have a unit that takes only a third the missile hits that most nations do.

So, now you know what you're buying, what will you use these for? Early on, they'll be the core of your expansion force. My first team involves one Captain, 10 Infantry in the center, and a squad of 10 light infantry to each side, slightly behind. Since they don't do any more damage, they function to blunt the enemies fury, and hold the center while your more vulnerable, but plentiful light infantry attacks the flank. They let you take some meaner independents, but no giants or elephants yet. However, their great defense effectively boost their morale, too. Low morale independents might break before you take a single morale roll. It doesn't happen that often, but is rather nice when thirty units takes out 45 without any casualties.

Unlike light infantry, regular infantry can fight against heavy infantry. They will likely come out the worst for wear, but it isn't the suicide it is for LI. You've got a variety of spells that can help tilt a battle in your favor, even with a measly Earth Reader and Alt2.

Heavy Infantry (10,27)

These are an excellent choice for close combat between most human armies.

The difference between I and HI is much less significant than between LI and I. Still, without a productivity bonus, you won't be fielding many of these until later on. With, you may consider using these instead of your regular infantry in the core of your force. Heavy Infantry aren't that much better than medium, but than they don't cost much more, either. They don't gain any additional damage, lose a little speed, are a little easier to hit and tire a little earlier. What they do gain is 3 protection.

They are an excellent choice for close combat... but with only ten hitpoints, do not bring them to bear against strong units like giants. Light and regular are better choices. But against your typical size two humanoids and skelly spam, they have a lot more staying power.

Keep in mind, though, that these units don't have a lot of punch. Don't expect them to kill other high protection troops without a little assistance. They're your best bodyguards. If you can, you should put five on every Golem Crafter who is also leading various golems/statues.

And last, they still only have 10 attack and a short sword. Keep that in mind when you're facing very nimble forces.

Notes on your underground albino giants-
Since they don't need to eat, they aren't a bad choice for defending fortresses. Though that is a bit of a waste. They can do a number while sieging fortresses. And, of course, they go underwater without any penalties. They also have rather puny shields, which combined with their large sizes makes them rather vulnerable targets.

Pale One Soldiers (10,20)

Size three. Size three. Size three. Big disadvantage. As atul said, "it means they get only 2 attacks against a block full of human-sized opponents who attack thrice. With their poor att and def, I think that equals a world of hurt. "

Despite their large size, they only carry a buckler with a parry of two. Instead of 18% or 6%, they'll be hit 46% of the time. On top of all that, they have trouble hitting the broadside of a wounded barn.

Only build these when you have a reason to.
1). Going underwater
2). Siege- one of these guys is equal to three infantry. 20 gold, 20 resource versus 30 gold, 30 resources (LI). And without eating, you aren't worrying about your supply lines. If you spend the same amount in LI and POS, you get 50% more reduction strength with POS. With medium and heavy infantry, it starts to look even better. Bring forty or eighty of these when taking down the weaker forts and you'll have it down before reinforcements can come.
3). Darkness. It doesn't come around that often, without planning, but it reverses the equation. Arrows aren't a worry any more, and your defense and attack is much more attractive. It can win you battles. Beware other races with darkvision or bunches of undead and death magic.

Ancient Ones (40,19)

EDIT: I forgot to mention a strategic move of 2. Important.

Now we're getting expensive. But we're also getting sacred, with all its blesses. While these benefit greatly from a variety of blesses, they are too rare to build a bless strat around. And they aren't THAT great, either. Don't go out of your way to get a good bless for them, but with all of your mages being priests, take advantage of it when you have it.

Let's take sieging first. One guy has 18 strength. That's 3 siege damage done before you take into account siege bonus (5). Just five of these does 40 points of fortification damage. Five of these? 200 Gold. 40 light infantry? 400 gold. If you've been buying five a turn for eight turns, you can bring 40 to a siege. Bit of an investment? Yes. Scarce? Yes. But 320 points of reduction strength are hard to argue with.

Second, they're size four. That makes them more vulnerable again to massed attacks and archery, but it also protects against size four tramplers. Which are unfortunately very rare in the middle age, excepting Arcosephale, Pangaea, R'lyeh, Vanheim, and elemental summons. On the plus side, with forty hitpoints, they have can survive a trample and have a chance of hitting and panicking an elephant. Though it'll hurt like a *bleep*. That said, don't use these as elephant counters unless you're REALLY desperate.

Third, if you can actually get them in enough numbers, they can ravage water independents.

Fourth, arrows hurt. Bad. If you have to bring them to an arrow heavy environment, put them behind some infantry, please. Certainly, they won't be able to attack from there, but they are hard to replace.

Fifth, don't get high dominion to recruit more of these. Being capital only, even with 10 holy resources, you're not likely to able to recruit more than 5 due to the high resource cost.
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