wcaclimbing wrote:DiM wrote:wcaclimbing wrote:Mua is best for Magic, Figye is worst. Ghyr is in a close second for worst, though, because it is so seperate from the rest of the map and can't really do much without going through the land with Mua on it.
actually you'll be surprised how successful ghyr can be compared to other castles. yes it is further away from the action BUT to compensate it has 3 villages. that means extra troops. plus being a bit further means you'll be left alone longer.
and fygie is great because of sler. how i love to get a ton of troops in log camp and wait for the fool that starts with mua to come and meet my troops. also fygie has the advantage that he can keep an eye on the sanctuary from both directions (u'rl and g'th) fygie is the most open castles of all. defending is hard but expanding and quick change of direction is so much more easy to achieve.
btw i'm talking about magic not might.
I changed my mind. At the time that my previous post was made, i was in the beginning of most of my AoR games. In the start of the game, Ghyr is one of the worst, because it is pretty slow going for kills from down there.
After finishing a few more games starting on Ghyr, i have realized that it is great in the end of the game, because from there you are pretty much guaranteed Mua once you excape from Ghyr, then the next path to take is through either Sler (dock) or one of the ice paths across the water. all of this distance between your castles and your opponents gives a huge advantage because even if they attack you, you will have enough back there that they cant get to to still give you a big army to fight back with.
So you never thought of deploying in blacksmiths? ..You only need to break thru 2x1 neutrals to see your enermy.