Re: MA Oceana - OMG, I think I've done it
A couple good points there Cleveland, particularly about Shark attack and Sailor's death which I didn't know. I will say though that I don't think R'yleh will quite dominate you if you play this right and make the appropriate preparations for a mid/late game fight with the squids. To be sure, R'yleh is one of the more powerful nations in the game and will seldom be a pushover for any nation to fight, but you do have some powerful tools at your disposal using this setup I outlined.
1) Fighting R'yleh you don't want to use ichtycentaurs, use the Oceanian Triton supported by mindless/high MR summons (yeah leviathans!). Those enslave minds/soul slay/mind blasts are now targeting your 12 MR, 10 gold troops who are *very* tough chaff when buffed with mass protection and possibly fog warriors. Using ice pebble staffs and support mages (frozen heart, bone melter, drain life, etc.) you should be able to easily handle the small numbers of elite units R'yleh fields (meteor guards, void summons). Enslave mind is a lot less scary when instead of 100 centaurs you're fielding 400 tritons who have a nice unbuffed 12 MR (ok, probably 11 in a magic-1 environment), flanked by swarms of bone fiends, and remember you're countering with powerful spells of your own. If he's dropping mind hunt and enslave mind (evocation & thuaum), you should be matching with polymorphs & shark attack (alteration & conj)
2) You've got a stealthy astral pretender from turn 1 and if you've got a S1 specter you damn sure better slap two boosters on him. The thing about having *stealthy* astral mages is they work as a wonderful mind hunt deterrent far above the actual number of territories they're in. Think about it, if you're playing R'yleh and you know I've got some unknown number of astral mages hiding in my territory (because you've been feebleminded a couple times targeting apparently "safe" targets) are you likely to drop 10 mind hunts on the high value army that I'm very interested in protecting? Even if I *don't* have a mage there you're likely to assume I do. Remember, your opponent has *no idea* how many stealthy astral mages you've got covering you or where they are, only that that number is greater than 0 and he's got no way to recover from feeblemind. And of course you're not just bluffing, you should stick a specter/your pretender sneaking around with the grand army you really don't want mind hunted.
3) Indie astral mages are certainly a boon, but one of the tenants of this guide is that astral mages are too vital to count on finding indies. Your pretender gives you astral from turn 1. Specters are an early focus for your death economy, and you're also optionally funneling water gems into Unfrozen - you should have a handful of astral mages to work with even if you can't find any indie ones. I certainly don't disagree that you should keep your eyes peeled for indies, but they're not critical. You should be able to forge as many amulets of antimagic as you want, drop anti-magic, and stop mind hunts dead without counting on luck. If you don't have enough astral mages for what you need, well you now know what the top priority is for all your death and water gems.
Yes, I do believe I described blood stones as unlocking the second holy grail for MA Oceana. Couldn't agree more. If you need the extra level of earth that you lose from not being able to wear earth boots underwater use one of your E/S specters to forge a crystal shield.
Foul vapors I don't know if I agree with. Certainly it can be made to be effective, but I don't see it as being a top priority target. It works too slow, requires combos to work well, and still probably will result in friendly casualties until you start getting the real powerful combos (large numbers of poison immune troops, mass regeneration, etc). Certainly it's something you'll want to pick up at some point, but I wouldn't personally drop some of the other stuff I suggest to get it.
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