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  #11  
Old December 21st, 2006, 05:05 PM

thejeff thejeff is offline
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Default Re: Strategy for Agartha Early Age

Just remember the Magma Children only have the flame attack. They're completely harmless against anything fire-resistant.

I watched a single casting of Summon Imp take out a whole side of my army once.
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  #12  
Old December 21st, 2006, 11:03 PM

Valandil Valandil is offline
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Default Re: Strategy for Agartha Early Age

Blade wind is evo three, not five, just for referance.
The umbrals are also sacred, no?
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  #13  
Old December 22nd, 2006, 02:04 AM

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Default Re: Strategy for Agartha Early Age

In the earth spells, check out Legions of Steel and (I think) Strength of Giants. These two boost protection and strength respectively, for entire squads. You have the earth mages to cast them and it will really help your forces. The giants, especially the pink ones, have low protection and really benefit from the boost. I have not found strength a problem, but boosting it will ensure that you really hurt what you hit.

Blade wind is good, but boosting your units should not be overlooked. If you put all your troops against the back of the battle field, take a turn or three buffing them, then blade wind and infantry attack, it can work out well. It also gives you time to bless. Also, usually archers can not reach you in the first round and then fire at long range for the second. By then, your troops are protected.
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  #14  
Old December 22nd, 2006, 05:40 AM
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Default Re: Strategy for Agartha Early Age

Quote:
Valandil said:
Blade wind is evo three, not five, just for referance.
The umbrals are also sacred, no?
Blade Wind is actually Evoc 4.

Umbrals aren't sacred, but the Earth/Death summons in Conjuration they get in later ages are. Well, at least the Sepulchrals, I'm not quite sure about the reanimated Pale Ones.
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  #15  
Old December 22nd, 2006, 11:08 AM

SunTzu84 SunTzu84 is offline
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Default Re: Strategy for Agartha Early Age

Quote:
Saxon said:
In the earth spells, check out Legions of Steel and (I think) Strength of Giants. These two boost protection and strength respectively, for entire squads. You have the earth mages to cast them and it will really help your forces. The giants, especially the pink ones, have low protection and really benefit from the boost. I have not found strength a problem, but boosting it will ensure that you really hurt what you hit.

Blade wind is good, but boosting your units should not be overlooked. If you put all your troops against the back of the battle field, take a turn or three buffing them, then blade wind and infantry attack, it can work out well. It also gives you time to bless. Also, usually archers can not reach you in the first round and then fire at long range for the second. By then, your troops are protected.

Thanks everyone, this is really helpful
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  #16  
Old December 22nd, 2006, 11:29 AM

Shovah32 Shovah32 is offline
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Default Re: Strategy for Agartha Early Age

And if you can research up to it, weapons of sharpness is very nasty(i think it needs e5 but with summon earthpower you already have e4 mages)
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  #17  
Old December 22nd, 2006, 01:50 PM
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Default Re: Strategy for Agartha Early Age

It's almost possible for the bigger Agarthans to punch through the shields of medium enemy infantry. Shields have protection 15, and bigger Agarthans have 18 str (and usually Spears, 3 dam), so they have about 50% chance of dealing 1 or more damage to someone with protection 6 before shield. It's not enough to balance the odds on its own, but with Legions of Steel and/or Nature 9 and/or low-level Blood bless they might be able to deal damage to medium infantry with shields even if the hit is parried.

The smaller Agarthans aren't good at killing your enemies, but they ARE good in slowing them down. For the price of a human, you get twice the hitpoints on an amphibian that doesn't consume supplies and has a siege bonus.

I just realized that Agarthans also suffer from poor choice of weapons. They use normal-sized Spears, but their attack is too low to Repel with it, and which has too low damage value to emphasize their own high strength.
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  #18  
Old December 22nd, 2006, 02:03 PM

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Default Re: Strategy for Agartha Early Age

The Seal Guards have big magic Glaives rated at 10 dam or so, and they have 19 Str, so sure they can punch through shield and armor of medium inf.
Their problem is Att10/Def8, without F4+/W4+ bless they've difficulty hitting anything and get hit often...
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  #19  
Old December 22nd, 2006, 02:19 PM
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Default Re: Strategy for Agartha Early Age

Quote:
PDF said:
The Seal Guards have big magic Glaives rated at 10 dam or so, and they have 19 Str, so sure they can punch through shield and armor of medium inf.
Their problem is Att10/Def8, without F4+/W4+ bless they've difficulty hitting anything and get hit often...

The magic weapons are good, of course. They cost lots of resources on a capital-only unit, but they are good. 11 dam, +1 att, -1 def, length 4 and ability to bypass etherealness. 30 damage total is enough to deal some damage even to any human that comes against them (46% chance of hitting Ambibate Noble Warrior for 3 points of damage).

Unfortunately, the recruitable-everywhere Ancient Ones have just spears or Boulders for armanent. Boulder-throwers don't have even spears, making them very hard to use. The Pale Ones also have just spears, except for Cavern Guards who have Glaives. Minus to attack? They would be better of with Great Clubs, with att 0 def 1...
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  #20  
Old December 25th, 2006, 12:30 AM
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Default Re: Strategy for Agartha Early Age

A good Pretender strategy for Agartha (in my opinion) is an Imprisoned Forge Lord with turmoil3, productivity0, cold3, growth2, luck2, and drain 2. Forge Lord because if there's one thing Agartha does well, it's gems, lots and lots of earth gems. Might as well spend them wisely, and since your Oracles are going to be researching Conjuration and Evocation, you can use your Forge Lord just to crank out magic items for your sacred fighter captain, and you'll be doing alright, since you can practically make as many of those as you can your basic Seal Guard. Naturally, there are better uses for a Pretender, but it's a strategy to consider.
Turmoil3/Heat3 are taken purely for points, although Heat is more likely to help out your Magma Children than Cold, right? Productivity 0 hopefully lets you make Seal Guards faster, since they're by far the best unit you've got, and you can build up to 3 in a row (Dom3). Luck 2 lets Turmoil 3 be atleast a little advantageous, and I hate losing my Temple in round 3. Drain isn't as bad as it could be since you're making less Oracles, but they're individually more powerful, so the -1 isn't affecting 30 mages, it's only affecting 10.

Fire 8, Earth 9, Nature 4. Some Nature is pretty much a given, since supposedly it helps keep your units from getting afflicted, and those big, slow to produce Seal Guards become pretty useless if they're blind or lose an arm or something, and regeneration's always nice. The +4 to attack is also a given, and the Earth 9 helps keep those units from getting hit, and helps your Oracles stay in the fight.
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