![]() Alchemists have 13 research and can take a point of drain or two. Blindfighters cost a lot of recruitment points and ressources, but they're not cap only, so you should be fine. If necessary, you can go turmoil, drain or even (light) sloth. Don't go overboard with your bless, though, you still at least want Growth 3. I'd probably skip stygian flesh and take a dormant frost father with a handful of minor blesses plus Wind Walker. It's cheap and synergizes well with heavy armor - combining natural protection with armor gives diminishing returns on paper, but in practice, going (for example) from 18 to 23 protection is usually more impactful than going from 0 to 10. I wouldn't bother with an incarnate combat bless, personally, but if you want one, stygian flesh would be the one I recommend. Minor stat bonuses are affordable and effective, as is blood surge and magic/solar weapons. Other than that, general troop bless rules apply. There's no need to have an awake pretender just for Windwalker, though - since your Blindfighters will be busy expanding, you'll rarely want to move more than one province anyways. Having some kind of minor N bless is good for LA Agartha anyways, take your picks from forest survival, unaging and low-light vision (stacks with your 50% native darkvision for a full 100%). If you can take Mountain and/or Forest Survival on top of that (I don't think Wasteland and Swamp Survival are all that useful on most maps), all the better, just keep in mind it doesn't help as soon as you have crossbowmen or other non-sacreds in tow. How worthwhile this is depends a lot on your playstyle and preference, but for me personally, Wind Walker is the single most useful bless for LA Agartha. With Wind Walker, such an army goes from MM8 to MM14, which more often than not means double the strategic speed. If you take a bless, your armies will most likely consist of Light Crossbowmen, Blindfighters, Undead and your various mages (not only Ktonian Necromancers, though those are the most powerful ones). While it's true that survival skills on their own don't help Blindfighters, Wind Walker actually does. There are niche cases where it'll get you another province move on a mixed army that only has sacreds for MM8, but generally speaking wont help. Much of Agartha is MM8 and those that arnt are 12-14. I dont think movement / survival skills will help you much. Originally posted by TheDeadlyShoe:it's hard to go wrong with +protection as an incarnate bless for high prot sacreds. i've barely played LA at all, don't know what i'm up against, and never played a nation like Agartha yet (mostly monkies and elves and woodland creatures so far) Sorry, I should probably blog and ask for comments, I ended up writing a lot! Curious to see what others think. Would taking all the survival skills make sense for that? I'm still not quite read up on the new movement system. I'm reconsidering swiftness after some play testing and maybe would be more interested in map mobility. I ended up going for more earth and got Reinvig +1 (which seems kinda worthless with their 10 encumbrance) and Mountain Survival. but maybe we can speed them up and suprise our enemies with mobile heavy infantry?Īttack + Strength increase, Magic Weapons (just in case), Magic Resistance. Swiftness - they're so slow, usually holding a line probably. Unbreakable - for troop longevity, investing lots of resources and a limited recruitment makes me want to keep my Blindfighters in good shape, ![]() Something like Imprisioned Golden Pillar with. I've been considering Earth, Air, Fire, Astral blesses mostly. However, I've been thinking about using an imprisoned god with many minor blesses to beef up well rounded sacreds. If my troops are decent expanders, do I really need an awake god? I guess for incarnate blesses. So this seems like a case for early expansion, build large armies and aim for some kind of midgame spell strategy to take as much as possible before later game magic can just nullify my troops. What about these blindfighters? Oooh blessed high armor fighters fighting in darkness cast by my death mages sounds fun. am I gonna use a lizard rider? I'd like to but it seems strange. Take high production and build heavy troops to guard massed and potentially less squishy crossbowmen. Plus they seem fairly straight forward at first glance. But pale half blind (and blind) cave people with an intense connection to the dead sounded attractive. I'm trying to get into LA play, and haven't really ever been attracted to human nations that much. So I will ask for thoughtful experience instead ) I would love to be able to figure this out on my own, but I'm a new dad and work a full time gig, and can't obsessively grind on Dom to playtest things. ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |