Warning: Illegal string offset 'type' in [path]/includes/class_postbit.php(294) : eval()'d code on line 65
Nation guide: MA Atlantis - Page 3 - .com.unity Forums
.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

Raging Tiger- Save $9.00
World Supremacy- Save $9.00

   







Go Back   .com.unity Forums > Illwinter Game Design > Dominions 3: The Awakening

Reply
 
Thread Tools Display Modes
  #21  
Old July 2nd, 2010, 12:17 PM
Squirrelloid Squirrelloid is offline
Major General
 
Join Date: Jun 2009
Posts: 2,157
Thanks: 69
Thanked 116 Times in 73 Posts
Squirrelloid is on a distinguished road
Default Re: Nation guide: MA Atlantis

Quote:
Originally Posted by Viajero View Post
Lol, fair enough. Re Fog Warriors was just a comment for the Late game, obviously not an issue right now for me but it tends to be a very decissive spell in Late Game.

I acknowledged Atlantis have some good buffing troops spels etc as you rightly point out. I was complaining about:
a)the lack of death, blood and air. Will look into the Fairy Queen indeed, thanks.
b) Lack of obvious SC (no demons, tartarians) other than my own "thugged" mages and elemental royalty which are more useful as casters than combatants.
c)lack of mixed magic poths (pretender with no magic) to be able to produce the best artifacts.

So from your response I gather the way to go is strong buffed up armies rather than SC.
So, eventually you do get air access (Faerie Queens), so Fog Warriors does open up for you. (About the same time it will for most other nations, probably).

SCs are overrated. I've killed so many tarts... That said, if you empower a single W mage to D1, Streams from Hades lets you turn that into W3D3 mages by spending *water gems*. Then you can search your provinces for death sites, and start bootstrapping up to tarts. Is it ideal? Hardly. But 50d is a small price to pay to get started.

But really, you're a submarine, start sniping weak targets, make diplomatic agreements to secure your holdings and create new targets. You may never need to touch SCs. (But do have an idea of how to deal with them - you'll probably end up fighting someone's tarts or whatever. Of course, you have good thugs, and flambeaus only require fire gems =) ).
__________________
The ignorant shall fall to the squirrels.
--Chip 4:2

Ulm: Order of the Black Rose - Reimagining MA Ulm

A more Sombre forum: http://z7.invisionfree.com/Dom3mods/index.php?.act=idx. Now with more Maerlande.
Reply With Quote
  #22  
Old July 3rd, 2010, 12:52 PM
Baalz's Avatar

Baalz Baalz is offline
Major General
 
Join Date: Feb 2004
Location: Houston, Texas
Posts: 2,435
Thanks: 57
Thanked 662 Times in 142 Posts
Baalz will become famous soon enough
Default Re: Nation guide: MA Atlantis

Atlantis is actually a pretty good example of another theme that I wanted to emphasize, that you have to play the nation with the grain so to speak. Too often people expend a whole lot of effort trying to do things like get SCs, or line up astral mages, or cover whatever is lacking on a nation's roster. Don't get me wrong, its always nice when you can add options to your arsenal, but you'll often do better playing to your strengths rather than spending your effort trying to shoehorn into something that's never gonna be more than a sideline. Fog warriors? Meet acid storm. SCs? Meet teleporting anti-thugs. Playing Atlantis late game is about confounding your opponent and leaving them to choose between only bad options as they contemplate trying to fight you in and out of the water. As I wrote in the original piece play them like a battleship and you're gonna be disappointed because there are heavier hitters out there, but if you play to your advantages you're not going to have a hard time hitting your opponent where he's weak.
Reply With Quote
  #23  
Old July 3rd, 2010, 11:42 PM

thejeff thejeff is offline
General
 
Join Date: Apr 2005
Posts: 3,327
Thanks: 4
Thanked 133 Times in 117 Posts
thejeff is on a distinguished road
Default Re: Nation guide: MA Atlantis

How do you make acid storm work without slaughtering your own side as well?

I tried a little to use it playing EA Atlantis. If I just sent in a sacrificial caster, he'd get killed before it could do enough damage and I didn't want to use it with a significant force of my own on the field, since they'd get destroyed by it too.
Reply With Quote
  #24  
Old July 4th, 2010, 12:57 AM
Squirrelloid Squirrelloid is offline
Major General
 
Join Date: Jun 2009
Posts: 2,157
Thanks: 69
Thanked 116 Times in 73 Posts
Squirrelloid is on a distinguished road
Default Re: Nation guide: MA Atlantis

Quote:
Originally Posted by thejeff View Post
How do you make acid storm work without slaughtering your own side as well?

I tried a little to use it playing EA Atlantis. If I just sent in a sacrificial caster, he'd get killed before it could do enough damage and I didn't want to use it with a significant force of my own on the field, since they'd get destroyed by it too.
Mass Regeneration ftw. Also, choose high hp units, like your war shamblers. And its only armor piercing, so high protection will help you. Ie, dropping AoG or similar will substantially reduce the damage you take down to levels manageable for mass regeneration (with your high base hp). Your opponent is unlikely to be so lucky, assuming he's dropping both mass regen + AoG or similar.
__________________
The ignorant shall fall to the squirrels.
--Chip 4:2

Ulm: Order of the Black Rose - Reimagining MA Ulm

A more Sombre forum: http://z7.invisionfree.com/Dom3mods/index.php?.act=idx. Now with more Maerlande.
Reply With Quote
Reply

Bookmarks

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 05:48 AM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2024, Shrapnel Games, Inc. - All Rights Reserved.