I haven't found agents to be more of a pain in FA --
at least LAS scenarios -- than anywhere else.
They're still too strong in any scenario (like
everyone else, I have suggestions: even better guards.
bigger costs for failure. guards who can name a
suspected assassin for a bonus in defense), but no
worse in FA.
There are effective defenses to agents in the 1650
and 2950 scenarios.
The
most effective defense is the Curse Squad. This is a
pack of 3 mages,
each
knowing the spell "curse".
That's not been my experience.
Curse squads are slow to form. You really need four
mages in a squad -- the failure rate is so high that
you'll miss too often with 3 -- and it takes a long
time to train mages to the needed strength.
Once you have, you need a curse arty -- only the WK
starts with one -- and even then, it takes a minimum
of 12 turns (3 spells, 4 chrs) to get them all, or you
need to hunt -- and keep! -- another arty.
Finally, since even an 85 mage gets curses at around
50%, you need several mage arties, preferrably two for
each mage, a company commander, a scout... in the 75
or so orders it takes to make a curse squad, how many
bodies can an agent count?
I have a squad running and love it, but ah! is it
slow.
Ironically, in my current 1650 positions, agents rule,
and in FA, it's Weakness mages.
Takes 5 of 'em, but with the right SNA's, they can pop
out replacements easily -- two turns, rather than the
15+ needed for a curse replacement, with no arties --
and they kill just as dead.
Dan
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