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  #1  
Old June 2nd, 2008, 02:31 PM

chrispedersen chrispedersen is offline
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Default Re: Ashdod proto-guide

I'm going from memory - but my memory says that they are defense 16 prot 16.

I view the game in three or four phases. First phase - you want to expand against indies, as fast as possible without becoming a target.

The only time I have had problems with these tramplers is against cavalry that flanked and attacked the commander; against elephants, against the unusual site powers - for example the three air mages that throw orb lightning.

In other words.. very rarely. Balance that - strat move 3, with a strat move 3 commander. I have no problem saying that in time you will want to move to the sacreds. But for the initial phase of the game, I find them very cost effective.
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Old June 2nd, 2008, 03:16 PM

MaxWilson MaxWilson is offline
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Default Re: Ashdod proto-guide

Defense 14 Prot 16 HP 24 IIRC. And yes, they stomp all over indies. But then again, lots of things do. A nation which doesn't have an effective expansion army has problems, and probably has to take an awake SC pretender.

-Max
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Old September 22nd, 2008, 04:38 AM
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Default Re: Ashdod proto-guide

Mistform is overvalued, I had two fomorians kings accumulate afflictions with mistform on, and a regen bless. It was also due to the fact that early on you don't have that much forging capabilities, even if in late game you'll probably have offset that disadvantage
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