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Old June 13th, 2007, 02:19 PM

Lazy_Perfectionist Lazy_Perfectionist is offline
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Default Guide to MA Agartha (Military Commanders)

Shovah32, would you be interested in QC avatar?
Magic summary may be hard- but I'll mainly be pointing out spells to note, and leaving most of the choices to others. I will be trying to analyze some, though.
National summons are already written about, and the artifacts, those are the fun part, especially the ones that may need a little Pretender juju, but are oh so worth it.

2.3 Military Commanders

All but one of your military (no magic) commanders can be built outside of your capital. They also have a strategic move of two, faster than most of your troops, and certainly faster than your mages. They can also be decked out rather easily and early, thanks to earth gem income, but the value of such a move is debatable.

Format is name, gold, resources, leadership

Scout (20,3,0)
Its a scout. Yay! Good to have, but boring.

Cave Captain (30,22,80)
Basic equipment equal to an infantry, this guy isn't vulnerable to arrows. You'll use him primarily to lead light infantry brigades. He's also an excellent choice for a research nation because at 80 leadership, you can take him further before needing to hire another military leader.

Pale One Captain (30,20,40)
Inferior to your Cave Captain (at least without equipment), you'll only recruit one to lead your Pale One Soldiers in an amphibious assault or if you expect to see darkness conditions. He's fast enough to lead your Ancient Ones, but too vulnerable. On the plus side, he's fast enough to lead sea/amphibious independent recruits who are faster than your Pale Ones. You can easily kit him out with a black steel tower shield and eliminate his number one vulnerability. Other than that, he's not worth kitting when Ancient Lords are around.

Ancient Lord (90,21,80)

A sacred giant, basically. Capital only. Have to keep in mind the cold vulnerability, but compares favorably to a Jotun Jarl. The stats aren't all around better, but considering the fact that you have enough gem income to forge him an item every turn from middle spring onward, he's a force to be reckoned with. There are some glaring weaknesses with this guy, notably cold-blooded, and no shield, but these can be reckoned with.

If you recruit one early, aiming for death match championship, your basic starter kit will be either
[Stinger, Black Steel Tower Shield, Black Steel Plate]
or, you'll disregard arrows entirely and go with a prot build of [Two-Handed Sword of Sharpness, Black Steel Full Plate, Black Steel Helmet.] Later on, as he gains experience and you get a more diverse gem income, all sorts of nifty options open up.

You want these guys out fighting, though they're not great at handling crowds. Every att, def bonus these guys get is crucial. If you get one with heroic ability attack bonus (I've seen +5 in year three), treasure him and get him, in order of construction level, a 2h Sword of Sharpness (AP), Hammer of the Mountains (-2 attack, 25 damage), Midget Masher (2 at, 13 damage, double versus smaller), or Gate Cleaver for obscene damage rolls. We're talking damage rolls of 40 and above once we break out of trinkets. DRN+17+9 armor piercing, DRN 17+25, (DRN 17+13) x2, DRN 17+29 Armor negating.

And that's only the tip of the stalagmite. Have fun.
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