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January 29th, 2004, 04:53 PM
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General
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Join Date: Sep 2003
Location: Tel Aviv, Israel
Posts: 3,465
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Re: Atlantis strategy
Thanks for all that info.
Can I take a +3 cold/hot dominion?
in DOM-I there was no economical penalty for cold/hot underwater provinces
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January 29th, 2004, 04:55 PM
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National Security Advisor
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Join Date: Sep 2003
Location: Eastern Finland
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Re: Atlantis strategy
Why is no one talking about Sailor's Death? In Dom1 it was ~16 armor negating damage to troops not breathing water, magic ressitance negates. Thaumaturgy 4, I think, needs a Water-3 mage to cast it. I have never really used it, though, so I can't say anything but that it LOOKS the spell for Atlantis before Murdering Winter...
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January 29th, 2004, 05:02 PM
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Second Lieutenant
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Join Date: Nov 2003
Location: houston TX
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Re: Atlantis strategy
Quote:
Originally posted by izaqyos:
Thanks for all that info.
Can I take a +3 cold/hot dominion?
in DOM-I there was no economical penalty for cold/hot underwater provinces
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Still true.
Nereid for efficency. Mother Guards *almost* move at water-9.
OTOH, the Dagon is expensive, but FUN. InstaSC!
Rabe the Immersed
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January 29th, 2004, 05:49 PM
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General
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Join Date: Sep 2003
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Re: Atlantis strategy
I get the feeling that people prefer the Nereid with 9 water to the ancient kraken.
does water 9 blessing give cold prot beside quickness?
If so, is it feasible to have an army of sacred troops only? this way the mages can use some devestating cold damage dealing spells.
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January 29th, 2004, 05:53 PM
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Second Lieutenant
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Join Date: Dec 2003
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Re: Atlantis strategy
Waterblessing does not give protection from cold. Which is good since it's arguable the best blessing already.
While heat/cold scale doesn't affect sea provinces they will have an impact on you when you leave the water. Plan accordingly.
If you want to rely on cold spells for damage then use icedrakes and similar summons to provide a screen for your mages.
[ January 29, 2004, 15:55: Message edited by: Wauthan ]
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January 29th, 2004, 06:58 PM
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Major General
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Join Date: Oct 2003
Location: Crystal Tokyo
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Re: Atlantis strategy
Quote:
Originally posted by Wauthan:
Atlantean infantry is pretty durable, but expensive in resources, so quickly add tritons and summons to the main force. Shamblers are too expensive and hungry to use in large numbers, but mixing them into the main force gives you a little extra punch against heavy critters.
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From the combat simulator, it seems that Shamblers are totally worthless. A War Shambler generally loses to 2 normal infantry, even really weak ones - the 3 resource Atlantian infantry, triton guards, independant 5-resource infantry, etc. Plain shamblers do even worse. I would not recommend shamblers, and only War Shamblers versus very heavy armor. They do as well against Ulm heavy infantry as against indy light infantry.
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January 29th, 2004, 07:46 PM
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Second Lieutenant
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Join Date: Dec 2003
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Re: Atlantis strategy
Hmmm... that's fairly odd Saber Cherry. While I'm not questioning your simulator I have not found shamblers to be that worthless. In fact most of the trouble I had have been caused by their low morale rather than their inability to kill things. I've seen bands of plain shamblers beat up heavy cavalery and war shamblers have often been the Last one standing in major battles.
Odd no? 
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