Re: Late Age Atlantis
Two comments.
1. I personally wouldn't bother with a bless on Atlantis. It might be worth trying if the sacred troops weren't capital only. They just feel so... subpar, when compared to most sacred troops.
2. Here's the build that I would do instead, using no bless.
Pretender
Dagon
Dom 9
S3
W3
Scales
O3
P3
C3
D1
Misfortune 2
Magic 1
My reasons are listed below.
In C3 the Ice Guard have a 23 protection + shield which makes them 99.9% immune to regular archers, and even very good against crossbow men (I think) as they have shield block + huge damage reduction. This should give you a front guard which is ready for assembly at all provinces. You can then recruit a combination of extremely cheap seal hunters to place as vanguards on the right and left flanks. With such high productivity you should be able to raise 60-80+ per turn once you have all the territory around your capital. A single turn of those, plus a few turns of the ice guards, should give you an extremely effective fighting force. Armor is also king underwater.
I had a sort of option between Dagon and the Wyrm. With P3 you should have a really strong early game between an awake pretender and your strong infantry. That said, you still want to be able to use your pretender in the mid-late game. Wyrm is useless for this. His chassis is *great* but he lacks the slots to really kite him out as an SC. Dagon, on the other hand, is built for that sort of thing. He has fear, posion immunity, trample, and a touch of the right type of magic built in. By adding astral you do three things.
One is that you give him a huge weakness to being killed by astral dual, which sucks, but this only really matters against astral heavy nations as getting access to astral through summon diversity is terribly difficult.
Two, you give him access to an awesome set of easy to access buffs. Twist fate, personal luck, body ethereal, quicken self, astral shield, and breath of winter. Put all these together and he becomes a real behemoth.
Three, you give yourself some much needed magic diversity. My assumption is that your game would look something like this. Dagon expands, Dagon site searches while you research and build army, around turn 15-20 or so you declare war on a nearby neighbor, and use Dagon to lead your armies into battle with some serious ***-whooping to follow.
Comments on Dagon himself. He desperately needs, just like any trampling SC that isn't either elemental or undead, some reinvigoration items. You have zero access to nature so you have to depend on trade to get these, but securing some + 4 reinvig boots and +5 reinvig amulet should be all you need, though I'm a huge fan of rainbow armor as well. He also does well dual wielding two different types of shields and depending on his trample alone to smash through the lines.
I can't think of anything else to say about the above build, but this is how I would play LA Atlantis. The biggest weakness is the lack of late-game magic diversity. You should be able to easily purchase a boots of earth +1 from the open market, but otherwise you're limited to W/D/E/S, which isn't terrible, but I think you really want to try to get in on some nature as well.
Jazzepi
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