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  #1  
Old June 3rd, 2007, 07:31 PM

Evilhomer Evilhomer is offline
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Default Re: MP gude to Rlyeh MA/LA

Thanks for the feedback baalz. I agree on most of what you have said but I will give some feedback on some parts where our opinions differ.

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So, as you´re looking for opportunities use your scrying and negotiation and don’t confine yourself to nations bordering the water – there is a lot of joy in attacking somebody who has no way to attack you back and the best they can hope for is to repulse your attack. Use intel from your newly found allies (who will be overjoyed to have you join them in a fight they’re already bogged down in), and teleport into the rear, lightly held territories. Heck, you can likely even get some bribes to join the winning side of a war, or just rent out your Mind Hunter’s services to the right bidder.
Why you want to pick a fight with someone that doesn't border you im unsure about. Basically rlyeh depends on a large number of mages and troops to be involved in a campaign, else the campaign will just fail - and you will have wasted alot of money and gems (meanwhile other nation elsewhere has grown stronger). If you wish to win such a campaign you usually need to involve a lot of starspawns (30+ maybe) and troops in the thousands (well at least as LA rlyeh), to gate and teleport that in will cost you alot of astral gems. And even if that succeds you have now efficiently separted your kingdom into 2 parts that cannot support each other, seldom a good idea. The only reason why you want to do this is if you are bribed (and then you are going in there to hurt the guy not really to keep any lands) or if someone is about to win the game and your hands are forced. In my opinion you should expand taking down weak opponents or those that are a threat to you (and then you might want an allie or two to help you), and you should try to expand in a manner that gives you as few fronts to guard as possible (this means setting up NAP with nations you aren't intending to expand into).

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So, for me, playing R’yleh is defined by two things 1) leveraging your underwater defensive advantage and 2) a handful of spells: voice of Tiamat, teleport, mind hunt/vengeance of the dead. It’s all about freedom, mobility, and surprise because against an evenly skilled opponent you’re likely not going to be able to hold your own on the ground in a straight fight. R’yleh is a submarine, keep your opponents guessing as to where you’re going to surface next. You should have a great gem income, very good research and a lot of magic versatility.
There are obviously different ways to play and enjoy rlyeh. You seem to employ a bit of hit and run tactics (nothing wrong in that) but I really would say that rlyeh can stand their ground against most land nations (when they get access to some nice magic). The key is communions and buff spells like darkness for your chaff backed up with large numbers of starspawns spamming magic in the form of for example nether darts. (on my handfull of spells i would put: voice of tiamat, nether darts, communion master/slave and darkness).
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Old June 3rd, 2007, 08:04 PM
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Default Re: MP gude to Rlyeh MA/LA

Very nice guide Evilhomer. I'm kinda scared of being next to you in the 62 player game now...
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Old June 3rd, 2007, 08:38 PM
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Default Re: MP gude to Rlyeh MA/LA

I'd add that I have had decent results with MA R'Lyeh landside. Much in the way that Evilhomer does (although I need to work on my magic use to improve it even more). EA R'Lyeh is another story, but that's for another thread. The use of the excellent starspawn mages, lots of chaff troops, and some of the lovely void gate summons, combine into a very effective war machine. Blocks of Lobo Guards and the Hybrid freespawns, backed up by higher-quality melee groups (like Greater Othernesses and Formless spawns as examples), with Illithids and Vastnesses as artillery, all led by Starspawn mages and Illithid Lords (with decent items) make an impressive landward military.
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Old June 3rd, 2007, 08:49 PM
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Default Re: MP gude to Rlyeh MA/LA

This is why I like guides like this, even when you're experienced with a race it's eye opening to see how other people play them well. Just like I haven't yet really worked an effective big army land game yet(never thought to use darkness and really big buffs for the lobo guards) I think you'd be surprised with how effective a teleportation offensive can be, I've deployed it very effectively against some good opponents. The thing you have to keep in mind is you're not trying to drop an overwhelming force on a well prepared opponent, you're waiting on an opportunity to hit somebody when they'll have a hard time responding effectively (I really like the submarine analogy). The beauty of it is you can drop on absolutely anybody at their weakest moment. Don't get me wrong, it's certainly better if your opportunity comes along your long coast but there is almost always (on large games) a war going on somewhere which will be quickly decided if you jump into the fray and if you play your cards right you not only gain several lightly defended territories, you also make an ally who goes on to finish your mutual enemy and make sure he never does take those territories back. Teleportation and Gateway I find are surprisingly economical, you shouldn't have a problem dropping 10-20 starspawn for an initial attack (2-3 per province, make sure you target just PD), then several (plus an army or two gatewaying) every turn thereafter. I find astral pearls are seldom the limiting factor when I do this unless I'm also trying to aggressively Mind Hunt at the same time.
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Old June 4th, 2007, 02:42 AM
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Default Re: MP gude to Rlyeh MA/LA

I like to use the Illithid troops and anti archers. I got kinda lucky and summoned 3 of the giant blob monsters(greater otherness?) in 1 go, and set them, and a bunch of the freebie nut bag troops out front set to charge. Then I set up a line of the meteorite guards, slave guards, lobos, the blue fish guys and what not on the far north and south set to Hold and Attack the rear. The Illithid line is set up behind this, set to fire on archers, and well, they do. Numerically superior archers and indies get rolled while firing at the chaff(which doesn't seem to take many losses)while the artillery line bakes everything in it's path. By the tume the blobbies and the wack bag troops actually clash with the main body of the enemies, they're running scared or dropping like flies.

What I want to know is whats a good thug or SC build for the Illithid commander, or the traitor prince, mine seem to get rolled real easy.
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