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Re: Nation guide: MA Atlantis
Any suggestions on how to get an amulet of the fish for the mighty kraken (no magic paths) pretender (other than trading)? (1W1A)
Mind you that trying to trade with a land nation may get her kind of suspicious, so tricky... unless you ally with them obviously. |
Re: Nation guide: MA Atlantis
amulet of the fish only requires 1W in CBM, so that's no problem at all... no UW nation has natural access to A magic, making the amulet of the fish in vanilla pretty useless, thus CBM changed it.
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Re: Nation guide: MA Atlantis
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Thanks! |
Re: Nation guide: MA Atlantis
I am using this guide almost to the letter and are very happy with my Kraken... Im also at the top of research and entering miod game. I got rid of Oceania and allied with R'lyeh to assault the dust riding nations, everything looks rosy... except... I do not know how to do it.
I will probably be first to get to construction 8, but, sadly enough, I wont be able to forge some of the key items due to lack of mixed magic paths (or total lack of death, air and blood)... chalice, sceptre, hammer of the forge lord etc etc :-( ) The submarine approach proposed by Baalz seems fine for a first assault, a kind of shock and awe thing. But when it gets to confronting real armies I am at a loss for ideas. My mages are fine but I lack death and blood so to summon powerful SC. I also lack air to have mist warriors and other pwerfull battle field spells, and my armies plain suck so I am not really sure how to take on land stuff other than teleporting 6 or 7 of my mages geared up and take some provinces here and there... still I need enough firepower to take on decent armies at some point, dont I? I cant think about ubberbuffing some troops with earth, water and astral alteration stuff, and use some water evo spells but thats about it innit? Maybe summoning water trolls en masse? |
Re: Nation guide: MA Atlantis
Umm, a bit off topic, but why do all your punctuation marks show up as undecipherable glyphs when I view the post? I've seen this in other posts as well.
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Re: Nation guide: MA Atlantis
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I do not know. I am typing in a standard English qwerty keyboard in usual Windows XP stuff. |
Re: Nation guide: MA Atlantis
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I'm kind of confused, you're talking about lack of access to fog warriors but no one is to Constr 8 yet? I'm not sure I believe that fog warriors should even be an issue if no one is to constr 8. Earth magic. -E2 + boots + SEP -> E4 -> Army of Gold. This should be standard in every medium to large battle. Before AoG, drop marble warriors or wooden warriors instead. -Iron Bane. The above makes any armor you might take into a combat irrelevant for your line troops, so destroy your opponents. -Weapons of Sharpness. Water -Hit them where it hurts - in the fatigue. Grip of Winter is trivially cast by you and easy to make yourself resistant to. (Niefl Warriors is the eventual solution) -You have W+F mages. Acid spells! Acid Storm is especially wicked, and you have high hp units that can take more punishment than your opponents. -Niefl Flames. Armor negating, the AoE is insane, and all your kings can cast it without too much difficulty. Oh yeah, and the W3S2 ones can communion up to drop some truly massive ones. Nature -Mass Regeneration. Combine with Acid Rain for great fun. -Relief. To help with a fatigue-based strategy. -Faerie Queen. Air Access, and with a RoW will get you started on air boosters. -Sleep and Sleep Cloud go with a fatigue-based strategy -Storm of Thorns is a great evocation to spam with nature mages. Astral -Will of the Fates. Luck for your entire army. -Communions. For when you really need to lay down some heavy firepower. -Soul Slay. Spam it via reverse communion. -Enslave mind. Again, spam it. -Mass Enslave. Communion into it. Throw a pile of penetration boosters on the caster. You should easily be able to forge a void eye and runebreaker, and can use a RoS or spell focus for an easy 1 more. (If you have the green eye, that's two!) -Similarly, Arcane Domination if you go up against someone with a lot of magic beings. -Stellar Cascades compliments a fatigue-oriented strategy quite well. Death Absence of death magic is kind of inexcusably bad - but how many death gems do you have? If that number is 50, empower a W mage in death, throw on W boosters to hit W4, and start using Streams from Hades to get some death mages. (Trade for death gems if you need to). If you specifically empower a W+S mage, you can also get Ether Gate, although its more situational. -Throw a skull stave on one of these bad girls and she can drop darkness for you. I seem to recall you have a lot of DV, so its worth it. -Drop Rigor Mortis to lay on more fatigue -Life After Death That's just off the top of my head. But the only major army support spell you're missing is fog warriors. |
Re: Nation guide: MA Atlantis
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. |
Re: Nation guide: MA Atlantis
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Re: Nation guide: MA Atlantis
IIRC, it was an issue with posts and threads that cropped up in the forum changeover?
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