Sorry for the double-post, but I felt this warranted a post of its own.
Alright, so I've been experimenting again, as usual, and the current subject of my research has been EA Agartha... In particular, bless strategies.
In the demo, Agartha is actually one of only two nations that has a non-capitol sacred unit, the other being Kailasa. And trying to find just the right bless for the giant olmmen is a rather tricky proposition...
I just tried out a max Nature bless coupled with however many points in Air I could afford while maintaining max order and production scales (due to the expensiveness of the sacred giants). Results were interesting... The minor air bless helped a bit, although the giants were only retaking 8 HP per turn with 20% regeneration. However, it did help reduce the chance of afflictions, and with the armor (boosted by going berserk) of the giants they did prove to be quite difficult to take down under normal circumstances. The hit to defense was painful, but the boost to attack skill was highly appreciated (still not that great though).
However, while running this test I thought of something else... I mostly had the ancient ones with spears and bucklers out holding the front line, but I'd patched in a few holes by padding resource costs with ancient hurlers, who were busy throwing rocks every which way. And that's when I thought "Are boulders counted as standard projectiles?". If they are, that means that the air shield from an Air bless deflects them.
So then I started thinking about what could be done with an Agarthan Air bless... Massing ancient hurlers is much easier due to their resource cost of 1 (compared to the armored ancients, who cost 17 each), even though they cost 5 gold more. This allows for 240 more points away from the current Nature bless I'm testing. And while they have crap accuracy, the short range actually helps make things easier for them. And, also, anything in the way of a boulder is going to be subject to a 28-damage attack that ignores defense skill. Get enough hurlers out there, and the rain of stones is going to be rather nasty...
However, they don't exactly have a lot of ammunition, and when the rocks run out they'll just be left with fists. While the giants can't do much to hit each other and can thus safely fire away at anyone engaged with other sacreds, you kinda need someone who can survive in close range long enough to pull that off.
So what do we do with that? With trashed production scales I won't be able to make enough sacred linesmen to serve as an effective wall. Well, then it occurred to me... Oracles.
Oracles are big, sacred, can cast divine bless and holy avenger right out of the gate, and also have a good amount of earth magic, both for its spells and for a tiny touch of defense.
Early on, this may sound like suicide on an incredible scale, as the oracles can't defend themselves properly without a good amount of research. But early on you can just use the sacred ancient commander as a prophet, as he's fairly decent in close range.
Later on though, once you've got the gold and research to pull off oracles on the front line, you know what kicks in? The special effect of a high Air bless.
Air provides 75% resistance to electric attacks at high levels. Normally, this wouldn't mean a whole heck of a lot, but guess what? Oracles can cast a very nice defensive skill that can do a fine job of protecting their pudgy pink flesh from the blades and clubs of enemy warriors. Ironskin. What does ironskin ask in return? A 75% weakness to electrical attacks. The bless and spell would negate each other, leaving your oracles with a very respectable amount of protection along with the effective air shield.
Of course, melee would still be a weakness (not to mention trying to work out how exactly to set up placement and orders...), but I'd like to be able to fit a bit of another bless in there, either water or nature... I haven't tested any of this yet, but I intend to. It's not exactly fluffy, but I find the concept interesting... Chances are, this'll only really work against independents, but hey... It's something to test, right? That's always fun.
EDIT: (Initial assessment, in the middle of a skirmish against the AI)
This is actually surprisingly useful... I did get very lucky in a lot of things (including getting awesome presence on my first ancient commander/prophet), but I've found out a few interesting things:
- Boulders are considered one-handed weapons, so hurlers that lose an arm suffer only from the -1 to strength, which doesn't mean much to them. They can still switch between punching and throwing just as fine as they always do.
- With a bit of juggling, I managed to get a 10Air/9Water bless, which means 80% shield plus +4 defense and quickness (not to mention the shock resist). Scales aren't as bad as they could be, and I've still got 9 dominion strength.
- 80% shield is great, but still means 1 in 5 shots makes it. This doesn't mean much for puny arrows and the like, but stray boulders can still put the hurt on your own troops. It's a sacrifice I'm willing to make though, because...
- Boulders provide the only way for giants to gang up on something. In a scrimmage line situation, you can only take out as many people as you have on the front line. With boulders, I can clear half the opposing block in one turn because the whole block of Agarthans gets to have a say in the matter.
- Hurlers don't have proper ranged-unit AI, and will thus run to engage the enemy in melee. Only those who can't find something to punch will throw. This is absolutely ridiculous, as even the friggin' monkeys know how to stay back and fire projectiles.
- Quickness means Agarthan punching is slightly better than it could be, but it's still terrible. However, it also means that the whole group can keep up and throw stones at retreating forces, which means absolutely minimal survival rate for routing units.
- Even with full Sloth scales, most of my army is composed of the armored hurlers, which helps a lot because of their stupid AI.
- The first turn is a doozy. If you're coming up against archers, you have to suffer one turn before you can get shields and protective spells up. Prophets, being perpetually blessed, don't suffer from this and can freely be placed front and center as an arrow soak. Otherwise, you're going to have to rely on creative tactics and items to get your hands on a good first-turn defense against archers. After that first turn though, the battlefield is your playground.
The AI is the real pain in this setup, because there doesn't appear to be anything you can do to get the idiots to stop running straight into the arms of the enemies. Of course, this is precisely why it helps to have that 80% air shield on all of the little blighters.
Currently, it looks like this is primarily an early-game strategy. You can push hard due to low resource constraints, just use the starting group of non-sacred Agarthans as patrol cops and get them to milking as much glorious cash as you can. With luck, you should be able to expand quickly enough to start reeling in the big bucks from outlying provinces before the 3 Death scales start screwing with you. I hate taking 3 Misfortune, I really do, but it was that or Drain and I really can't afford that. It does mean, though, that eventually you're going to run out of income as your provinces die and start turning on you. Also, later in the game there are a number of good ways to keep falling rocks off of your head.
But as for effectiveness... Well, I have to say I'm actually rather impressed. For an example, take my latest battle... I was lucky enough to wind up with a Niefelheim AI sitting across from me, one of the 'real' giant races. I had rushed deep into enemy territory to take a victory point (which JUST HAPPENED to be the province directly adjacent to the Niefel capital...), and I had neglected to think ahead too clearly... I needed to take this point. If I hadn't, I would've lost the game then and there.
However, now I was sitting in a hostile dominion with 3 Cold scales and two commanders with a bunch of hurlers right next to the Niefel hometown. This wasn't looking too good for me.
And, sure enough, the next turn I got a visit from everything Niefelheim had to throw at me. A force of 52 Jotun militia and spearmen, accompanied by huskarl veterans from the northern front, plus the big bad boys in blue themselves... 3 Niefel giants who were looking for a fight. Tack on 3 shapeshifters and a gygja and you can see where this is going.
The cold meant 12 extra encumbrance for everyone on my side, thanks to being the cold-blooded killers that they are. The chilling aura from three Niefel thugs does
not make a pretty couple with cold-blooded Agarthans who are too stupid to stay out of the way. I'm facing off against an opposing force almost twice my size, that's predominantly melee, has a few really awesome units in it, and is in territory that plays absolute hell with my troops. The results of the fight?
Friendly Combatants
commanders 2, killed 0.
regular units 32, killed 11.
Enemy Combatants
commanders 3, killed 2.
regular units 52, killed 21.
Now they've lost their troop-ferries (a couple Jotun herses), they've got people who ran into five adjacent provinces, all the shapeshifters and Niefels were slaughtered, and I've got yet another group of hurlers on their way who will arrive before they can even
find all the deserters. And with two 3-level priests sitting on a temple and preaching, we should have the dominion under our control in no time.
I had a similar fight before, where I was up against 40-some Jotun spearmen thanks to provincial defense, plus their prophet who just looooved to smite, plus a number of assorted auxiliary archers and whatnot. I lost 6 of 25 hurlers, no other supporting troops aside from my own prophet who was too busy sitting on the front line to cast smite. A couple of those kills were admittedly friendly fire... But I've never
seen Jotun die so quickly.
An interesting note is that this strategy isn't as effected by cold scales since ranged attacks don't incur fatigue.
Anyways, I need to toy around with it a bit more... As mentioned I got very lucky this run, and there are a few things I'm worried about. I've had a few good fights, but the war is yet to be won...
Yet another interesting note is that this predominantly boulder-centric strategy lends itself VERY well to sieges. Agarthans don't eat, and boulder-hurlers count as 10 siegers each. Oh, yeah, did I mention that the strength-enhancing spells of Earth can give hurlers an extra square or two of range? Sadly, this still doesn't matter because they're still mentally challenged and don't care about range. Still, it should be mentioned that Agarthan precision is actually one point higher than their attack skill, but still increases at the same rate as everything else with experience.