
July 3rd, 2010, 12:52 PM
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Major General
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Join Date: Feb 2004
Location: Houston, Texas
Posts: 2,435
Thanks: 57
Thanked 662 Times in 142 Posts
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Re: Nation guide: MA Atlantis
Atlantis is actually a pretty good example of another theme that I wanted to emphasize, that you have to play the nation with the grain so to speak. Too often people expend a whole lot of effort trying to do things like get SCs, or line up astral mages, or cover whatever is lacking on a nation's roster. Don't get me wrong, its always nice when you can add options to your arsenal, but you'll often do better playing to your strengths rather than spending your effort trying to shoehorn into something that's never gonna be more than a sideline. Fog warriors? Meet acid storm. SCs? Meet teleporting anti-thugs. Playing Atlantis late game is about confounding your opponent and leaving them to choose between only bad options as they contemplate trying to fight you in and out of the water. As I wrote in the original piece play them like a battleship and you're gonna be disappointed because there are heavier hitters out there, but if you play to your advantages you're not going to have a hard time hitting your opponent where he's weak.
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My guides to Mictlan, MA Atlantis, Eriu, Sauromatia, Marverni, HINNOM, LA Atlantis, Bandar, MA Ulm, Machaka, Helheim, Niefleheim, EA Caelum, MA Oceana, EA Ulm, EA Arco, MA Argatha, LA Pangaea, MA T'ien Ch'i, MA Abysia, EA Atlantis, EA Pangaea, Shinuyama, Communions, Vampires, and Thugs
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