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Ragha-or however you spell it
Topic Started: Jul 21 2014, 10:39 AM (5,983 Views)
parone
Foe of Paragraphs and Capitalization
I recently had time to look at the units for the new nation from the update.


WTF? temperature dependant? how would you play this nation? do you basically have to decide to go heat OR cold on dominion? it's a really 'cool' concept(get it?), but i'm not sure how it would be anything but a hinderance in a MP game.

what do you brainy folks think?
All that matters is that two stood against many-that's what's important...
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Ohlmann
Dom 5 Beta Team
First, taking a temp scale at 3 leave you with a good rooster of unit. So it can be played as a normal nation, while sniping one or two of the opposite side mage on a good occasion.

And then, the nation have access to some awesome thing. The heat sacred is particulary relevant here, and the frost big mage is not something to underestimate either.


The non-temp dependant heavy cav is also something to notice. Thoses are some strong (and pricey) knights, and the nation should be able to support them well given their paths and the presence of composite bow.
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Johannes
*Spicy* Crew
parone,Jul 21 2014
10:39 AM
I recently had time to look at the units for the new nation from the update.


WTF? temperature dependant? how would you play this nation? do you basically have to decide to go heat OR cold on dominion? it's a really 'cool' concept(get it?), but i'm not sure how it would be anything but a hinderance in a MP game.

what do you brainy folks think?

Go either Heat3 or Cold3 as you suffer only half the income hit, and plan your pretender so you can cast Wolven Winter/Breath of the Desert. Then you get access to all the mages while netting you a ton of design points.

You could play it neutral too and get a ~even split of the mage sets, but that wouldn't grant you the design points nor the combat benefits of having a extreme temp with resistant troops.

Even if you ever only used 1 set of the mages, it wouldn't be a bad nation - both sets of mages are very good.
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LDiCesare
*Spicy* Crew
I tried the following in SP and it worked:
Get Heat 3. Find a neighbour with cold. Build a province without temple there, so you can recruit the cold-dependent wizard.
In MP, you'd have to find a friendly cold neighbour.
You could go neutral temp scales and recruit units in winter/summer, but that's risky if an event changes the scales while you recruit a StR mage, and you probably want to mass the heat sacreds anyway. Even with their huge cost. Considering temp penalties are halved, Heat 3 is a bargain.
You might also try to get W3+ on your pretender to cast wome wolven winter on your own province to lower the temp if you need to recruit a cold unit, but I think it's a bit far-fetched.
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Johannes
*Spicy* Crew
LDiCesare,Jul 21 2014
02:24 PM
You might also try to get W3+ on your pretender to cast wome wolven winter on your own province to lower the temp if you need to recruit a cold unit, but I think it's a bit far-fetched.

I don't see it as far fetched at all. Getting A3 (and more) casters eventually, for getting some W on your pretender, is not costly or hard at all. It's reliable.


And Heat seems definitely better to me too. You'll want to use Turans rather than Caelians as your main army so it supports them (and archers don't care about enc). And the Turan sacreds are better too - MM3, don't rely on scales for their prot, and don't mind Flaming arrows at all. Great pair with the caelian archers.
Cold Ragha would get great TS spam, but that's a lot less divers than what Heat can pull.
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Indract
*Spicy* Crew
You've got many options : cold3, cold1, heat1 and heat3 can probably all be made viable.

I tend to prefer cold1. You won't be able to recruit zhayedans in the early game (outside of summer and late summer), but they aren't really necessary for expansion - elephants do pretty much as well, so you'll only miss them in an early war. With cold1 you can still get a turan sorc per fort every year, so you should easily enough get an air random one to cast breath of the desert on your cap to recruit zhayedans if necessary.

The main reason for going C1 is the seraphs, which are imo much better than the sorcerers : air battle magic is overall better than fire and harder to counter (rain), they've got much better mobility (flying), prec (10 vs 7) and survivability (immune to earthquake + mistform). Their main weakness is magic duel, but it can easily be worked around against most nations.
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amuys
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Diviner of Football
Go cold 1 for those crazy rivers
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Taragarth
*Spicy* Crew
Or.. play temp neutral and check yourself that way, recruiting more of their awesome troops in spring and autumn. There are uses for all of their mages, especially in combination!
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KissBlade
Maenad
Hinderance???

Free points from heat 3 which gives great units including an amazing sacred. Ridiculous pretender chassis, elephants and the ability to splash into versatile mages the moment you find a cold province. Problem solved.
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LDiCesare
*Spicy* Crew
The pretender chassis are somewhat nerfed next patch. The ganna mennog loses invulnerability for instance, and the ahura of waters gets less water elementals (not sure it actually matters).
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Admiral_Aorta
Member Avatar
Suddenly a troll appeared in the laboratory!
LDiCesare,Jul 21 2014
02:24 PM

You could go neutral temp scales and recruit units in winter/summer, but that's risky if an event changes the scales while you recruit a StR mage, and you probably want to mass the heat sacreds anyway.

Does the scales changing actually interrupt recruitment like that?
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Ohlmann
Dom 5 Beta Team
No, but after it's finished you can't build another even with repeat recruit. In other word, it's not buggy.
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LDiCesare
*Spicy* Crew
In my experience, scale-changing does interrupt recruitment.
Actually, it seems quite bugged.
I jsut tested a game with Ragha with no heat scale.
The First Turan sorcerer I build is StR.
Then all other StR mages are not StR...
So I thought it interrupted because the next turn I was not building a mage, but actually it looks like StR is bugged on those mages...

Forget that. There was a bug in 4.07b but it's fixed in 4.07c so indeed, temp-changes don't stop recruitment.
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Bwaha
Markata
Hmm. I went for one heat so I could recruit a Turin Sha on the first turn and prophetise him on the second. Go after construction 2 so you can make the hat and go after flaming arrows and conj 3.

The hat is really all that, +1 priest level and autocast fanaticism... :D
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Zonk
Dom 5 Beta Team
Bwaha,Jun 11 2015
05:06 PM
The hat is really all that, +1 priest level and autocast fanaticism...     :D

Note you can also equip it on the hero you get (he is still a Shah, afer all), if for some reason you want to.


Also, it's old news by now, but the nation got a few nerfs since it's original release: the pretenders were repriced, Griffin Zhayedans are MM2, and even the lower-level mages now have temperature requirements.
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