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  #1  
Old December 27th, 2006, 02:34 PM
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Default Re: Getting EA Oceana out of the water...

Quote:
Saxon said:
Here is the question. EA Oceana is built to swim and has some great units in the water. However, when it comes time to go on-shore, what do you suggest?
Now that you mention this topic... I notice there are multiple items and commanders which allow land troops to enter water provinces yet the opposite does not exist. There's no commanders or items which allow water troops to enter the land provinces.
Sounds like a good patch opportunity to introduce new features.
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  #2  
Old December 27th, 2006, 04:57 PM

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Default Re: Getting EA Oceana out of the water...

Quote:
NTJedi said:
Sounds like a good patch opportunity to introduce new features.
I disagree - Water nations have a serious advantage with the water barrier. Basically they are immune from early game rush attacks from all land nations. It should be hard for them to get out of the water.

As for how to get out - the above posts cover it pretty well. My suggestion is to scout the coastal lands well and find a place with good indy troops and good resources. Then take it and immediately build a fort so you can bang out a land army. Additionally, I've been told that Sea Trolls make for a good amphibious force? Then when you are on land you can summon winter wolves with your water mages, perhaps?
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Old December 27th, 2006, 05:10 PM
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Default Re: Getting EA Oceana out of the water...

Quote:
Ironhawk said:
Quote:
NTJedi said:
Sounds like a good patch opportunity to introduce new features.
I disagree - Water nations have a serious advantage with the water barrier. Basically they are immune from early game rush attacks from all land nations. It should be hard for them to get out of the water.

As for how to get out - the above posts cover it pretty well. My suggestion is to scout the coastal lands well and find a place with good indy troops and good resources. Then take it and immediately build a fort so you can bang out a land army. Additionally, I've been told that Sea Trolls make for a good amphibious force? Then when you are on land you can summon winter wolves with your water mages, perhaps?
Sea trolls are excellent, no fire weakness like normal trolls, higher HPs, just as good on land as well as sea, 1 sea troll for 1W gem is excellent value. Also sea trolls court is good, did you know the sea troll king produces 1W gem per month? So eventually he repays the 55W gem cost, also what else are you going to use those water gems for?
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Old December 27th, 2006, 05:38 PM
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Default Re: Getting EA Oceana out of the water...

<Insert my gripe about Oceania here.>

In all seriousness, there have been several threads talking about how Oceania underperforms. It is the worst of the three water nations and has the hardest time of the three coming to shore.

Let me look into my crystal ball and give you some insite into how these threads play out...

Someone tries Oceania and realizes that it is not that great of a nation.

Someone who does not play Oceania snaps at the person saying they do not know how to play the game or use the nation to it's full potential.

Several more people chime in talking about the air breathing amulet, the weaksauce troops that CAN come to shore and independent archers being viable alternatives.

-----------------------------------------------------

People who play the nation know that:

Most of Oceania's troops become weak on land, and the ones that do not are weak to begin with.

There is a bug where if a unit that has stealth in the water moves to an enemy land province, or to a province that is taken by an enemy while the land version of the stealth unit is still in the province, it essential dooms the unit to suiciding on the guards or praying the province gets taken back. (Meaning the unit cannot take further actions including "Move" like other stealthed units can)

Sirens have an abyssmal chance to lure a commander.

In the water, Atlantis and Rlyeh say "Here you go, we brought you a gift, your *** on a platter."

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Old December 27th, 2006, 06:01 PM
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Default Re: Getting EA Oceana out of the water...

Are you talking of EA or MA? It makes a difference. I understand EA R'lyeh is weaker than EA Oceania, and unlike Oceania, EA R'lyeh can't even make Amulets of the Fish.
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  #6  
Old December 27th, 2006, 06:48 PM
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Default Re: Getting EA Oceana out of the water...

EA Oceania WEAK? YOU HAVE GOT TO BE KIDDING!?!?! RIGHT?!?!

In Dawnstrike MP, EA Oceania has stomped all over EA R'lyeh and is now stomping all over me EA Atlantis. Underwater Oceania is AWESOME, I will repeat, it deserves repetition, UNDERWATER, OCEANIA IS AWESOME.

There knights of the deep even with a minor bless are unstoppable underwater. 21 def/21 pro, fast (30 move), 3 weapon attacks (1 magic) and on top of that they have recuperation...ARAAGH! On land I would just blow them up with AOE spells, but underwater...what can you do? Not alot, 40 of those will go through 100's of your best troops as if they were not there, I gathered 12 lvl 4+ water mages, summoned 200+ sharks, had a army of 100+, hit them with dozens of water strikes/sleep clouds/geysers. It did not stop them.

DON'T YOU DARE SAY EA OCEANIA IS WEAK!?!?!

Please note:- Due to the fact Oceania is currently beating me to a pulp, this post may be a tad extreme...
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Old December 27th, 2006, 07:14 PM
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Default Re: Getting EA Oceana out of the water...

Bah my stuff is relevant to MA, I missed the EA part. My apologies.
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