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  #1  
Old August 4th, 2008, 03:15 AM

ComTrav ComTrav is offline
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Default Countering End-Game Astral

Assuming you yourself have, at best, some Astral cobbled together from neutrals, what's the best counter to the ginormous astral communions certain nations can field in the late game?

Sending in armies against Master Enslave communions seems like a waste. Even with Army of Lead, it seems like they'll get enough of your army to mess you up. You can send in an SC and hope that none of them are set to cast Soul Slay/Paralyze (even with very high MR gear, against a large communion, all it takes is a lucky roll.)

Flyers set to "attack rear" and hope for the best seems like it might be the best option.
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Old August 4th, 2008, 03:37 AM

konming konming is offline
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Default Re: Countering End-Game Astral

Rain of stone works nicely against some astral nations.
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Old August 4th, 2008, 03:44 AM

Micah Micah is offline
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Default Re: Countering End-Game Astral

Konming pretty much has it, you just have to bring in some heavies and nuke the battlefield and expect some losses...a clump of rejected tartarian chassis will soak up a lot of punishment while a BE goes off or you multi-cast rain of stones on your opponents' squishy mages.
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Old August 4th, 2008, 03:45 AM
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Gregstrom Gregstrom is offline
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Default Re: Countering End-Game Astral

SCs or thugs with high MR could be quite good for stopping a Master Enslave.
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Old August 4th, 2008, 04:03 AM

Kuritza Kuritza is offline
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Default Re: Countering End-Game Astral

Dont air shield, mistform, luck and etherealness all work against rain of stones?
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Old August 4th, 2008, 05:25 AM

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Default Re: Countering End-Game Astral

Quote:
Kuritza said:
Dont air shield, mistform, luck and etherealness all work against rain of stones?
And they all take time to get into play, and aren't completely effective against all the ways to foil a Communion.
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Old August 4th, 2008, 07:20 AM

Agema Agema is offline
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Default Re: Countering End-Game Astral

Smashing the whole battlefield with big damage spells on the first turn or two before big buffs tend to arrive is a recommended tactic.

Also, master enslave is easy resist as I recall (+4). Add in Army of Lead (Earth) and ?Antimagic (Astral) each at +4MR and you should effectively be resisting at +12. Even if your opponent adds in some penetration, you'll lose only a very small chunk of your army. A bigger problem may be your battle mages targeting enslaved troops and catching your own troops rather than the opponent's big concentrations of units.
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Old September 25th, 2008, 11:15 AM
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Default Re: Countering End-Game Astral

Astral Tempest, Unraveling and Soul Drain. They don't really surpass Master Enslave a lot of the time, but they're nasty enough. Mostly the same advice for getting round them applies, I think.
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Old September 25th, 2008, 02:15 PM

Epaminondas Epaminondas is offline
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Default Re: Countering End-Game Astral

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Originally Posted by Gregstrom View Post
Astral Tempest, Unraveling and Soul Drain. They don't really surpass Master Enslave a lot of the time, but they're nasty enough. Mostly the same advice for getting round them applies, I think.
But they all affect all units on the battlefield. So are they really that useful, given that you will hurt your units as well?
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Old September 25th, 2008, 11:29 AM
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Default Re: Countering End-Game Astral

By the way, has anyone had any success casting both Army of Gold and Army of Lead on the same group of units? I've never tried this, but I always wondered if it was viable, and worth doing.
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