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Old July 31st, 2008, 06:45 PM
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Default LA Atlantis - frozen death from all directions

LA Atlantis is another nation which people tend to avoid touching with a 10 foot pole. Their only real mages are capital only and theyve got trouble with magic diversity. Their units are resource intensive and struggle out of their own dominion due to the temperature. They got kicked out of the water by R'yleh who has only got meaner in the mean time. Theyve just generally got a funky lineup with few obvious synergies.

Well, those of you familiar with my guides know where Im going with thisAtlantis can most definitely be a sleeper nation who clobbers the crap out of the popular ones if handled with a bit of finesse. Many of their strengths are not the standard ones, but they are wicked effective properly deployed and almost all of their stuff works so well together youd think it was designed to. Lets take a look at the cast.

Seal hunter Pretty average as far as chaff goes but they do have a rather unique harpoon ranged attack. Just a single shot, but it does entangle the target so this can be very useful in getting high defense troops/SCs to hold still for a round so that your heavy hitters can clobber them and youve got some nice heavy hitters.

Snow warriors what passes for light infantry in LA Atlantis, though of course thats a relative term. As with most of your infantry your armor scales with the cold scale so youre gonna be quite a bit weaker on offense most of the time. These guys also dont have any shields so watch out for crossbows. Still, youve got magic weapons with a good repel, good protection in a cold environment, partial darkvision, partial cold resistance, true amphibiousness, above average strength and hitpoints. Overall, not bad units at all. You generally want to go with the glaive guys, those are magic weapons and they pack enough punch to even give giants a pause. Note, your heavy infantry has a mapmove of 2, so really the only reason youd want to go with Snow warriors is to get more feet on the ground for the resources youve got. Keep in mind thats not a terrible strategy when fighting things like giants where the extra protection doesnt really help, go with more glaives!

Ice warriors Skip them, most roles are better filled with Snow warriors or Ice Guards

Ice Guards Very nice heavy infantry, particularly in a cold environment. Everything said about Snow Warriors is more true about Ice Guards. Theyve got outstanding armor in the cold, good hitpoints, good stats in general, 75% cold resistance and a choice between a good shield or a clobbering ice glaive, with of course magic weapons. Youre pretty much never going to have much excuse to have leftover resource points at the end of your turn, always spend anything leftover on these guys. Finally, these guys have an unprecedented 2 mapmove for such heavy infantry, combined with their amphibiousness this is a significant strategic mobility advantage.

Mournful These guys are pretty decent for the price, but the moral is a killer. Still, theyre the best choice for several situations. Theyve got relatively low resource costs compared to your other units, so if you need feet on the ground fast this is the way to go. They also dont melt in the sun, so consider them when youre pushing outside your dominion. Finally, with a star or two of experience and a sermon of courage the moral issue is greatly reduced, and you can also mix them into groups with your higher moral troops Arssartuts are a good choice as they have the same movement speed so theyll stick together and of course have outstanding moral.

Arssartut - Wow, these guys dont immediately jump out at you but once you start playing around with them youll be amazed at how good they are. Theyre cheap as far as sacreds go, have good hitpoints, good protection, good attack skill, good encumberance, good strength, good movement, cheap resource requirements, and that glorious, glorious bone glaive. Out of that list (with the possible exception of the bone glaive) nothing jumps out at you, but adding them all together you end up with an amazingly solid unit. Theyve got the toughness and encumbrance for staying power combined with a magic weapon which is extremely effective against everything from chaff to SCs. They also have great synergy with the Mournful in attacking outside your cold dominion, not dropping in power and moving at the same speed. I do want to make special note of their glaive, its magic, deals 22 damage with their strength, and has an addition weakness effect. The weakness effect means anybody tough enough to live through a couple hits of that 22 damage will have completely permanent damage done to their strength. This will of course pile up on any really tough guys to the point that theyre useless in melee - youre guys are all cold resistant and your mages can cast Fire Ward, so you dont even need to worry about frost/firebrands.

Now, before I move on to talking about the commanders I wanted to talk about the bless choices for your Arssartut. One of the big advantages in your corner is your truly amphibious nature I mean youre Atlantis for crying out loud. You should be able to dominate any land nation underwater, and even the other amphibious nations are significantly weaker than you there. Unfortunately, theres a big old tentacled turd in that punchbowl. If theyre in the game *everybody* needs to plan from the beginning about dealing with LA Ryleh, but Atlantis more so than anybody else. Fortunately, youve got the tools to do it. Its absolutely imperative that you carve out a solid chunk of water *and* land, several of your national strengths are tied to being the best amphibians around.

I like an S/E bless, with a minor N component if you can afford it. The twist fate helps a whole lot in several situations - letting your Arssartuts close under archer fire, blunting the heavy cavalry charge, ignoring the SCs first strike so you can whack the crap out of him with your bone glaives. Contrary to most of the time people take an astral bless though, the more important component is the MR boost. With +3 MR you bring the Arssartuts up to a respectable 14, and with an astral pretender you can drop an anti-magic on top of that making you effectively immune to Rylehs strongest weapons for the early and mid parts of the game. (strong MR also adds shadow brands and many other heavy infantry counters to the list of things you dont need to worry about) The earth bless not only brings you up to a very nice 16 protection, it also gives you a net 0 encumbrance. Those two factors, along with your length 4 uber damage bone glaive and small regen make you *perfect* chaff killers, thus neutering the second prong of Rylehs dominance. Finally, this kind of goes without saying, but you dont need to worry about Rylehs final prong being entrenched underwater.

So, with such a blessing and a couple good buffs theres not much the Arssartuts cant handle in style from chaff to SCs. You go right ahead and carve out a chunk of the water, the inexperienced Ryleh player is going to take a little convincing, but never let anybody convince you youre not the other LA water power.

For scales, cold-3 is obviously a no-brainer. Death -3 also is not only thematic, but offers a good synergy of making invading armies get the double supply whammie so there is a good chance theyll have trouble with starvation, while your own armies are going to be on the smaller side (due to resource constraints), you wont suffer from the cold, and youll have castles to help supply you at home. Youve got no old age units, so thats a good place to pick up the points for an expensive bless. Your other scales are up to you, but Magic-1 is a very good deal considering how weak your non-cap mages are.

Speaking of... Tungalik are your only non-captial mage, and they are admittedly a bit underwhelming at first glance. Thing is, theyre quite cheap and holy, which is not the worst thing in the world combined with high resource troops. You should end up with an above average number of castles, and an above average number of mages though admittedly weaker than most. Mostly youll be recruiting them to be your research base, but there are some clever ways to use them effectively in combat particularly keeping in mind their strength - strength in numbers.

Frozen heart spam. This is the obvious choice, and what your opponent will be expecting. Still, its the obvious choice because its often quite effective, several Tungalik spamming this will be devastating to the unprepared opponent.

Ghost grip spam. A bit less common, but this is also an obvious choice, though a bit harder for your opponent to counter. It also works very well with some of the other fatigue strategies Ill be getting into in a minute. If your opponent has high encumbrance in the cold and needs to whack all day at your uber armored infantry, a couple guys casting ghost grip is all it takes to be terribly effective with an earth bless your guys can cast this 10 fatigue spell all day long.

Frighten spam. Dont underestimate this. Marching into a cold-3/death-3 dominion gives a good chance of catching invaders partially starving, and half a dozen frighten spammers is surprisingly effective if those starving guys started out with average moral and are also in your dominion. Make sure you cut off their retreat using your map move 2 amphibious infantry and sailing! Note, this tactic is much more effective in combination with some of the stuff listed below.

Mini-thugs. Heh, seems kinda pointless to thug out, huh? Not so fast there. These guys are holy and youve got a nice bless. Youve got a 21 protection with the cheap black steel plate, and of course other options are available depending on what youve got available. Youve got reinvigoration, and can self buff with quickness and breath of winter, and hopefully even a little regeneration from your bless. Of course twist fate doesnt hurt either, nor your quickened high defense (add water shield if youre underwater). Mix them in with some ice guards or wights set to guard commander and dual wield frost brands.against the right type of opponent this is going to be devastating.

Being able to self buff quickness has another large advantage - ranged weapons. If you get lucky and land an A2 Angakok, bows of war and thunder bows are great on a quickened commander. Other fun things you can easily forge are visions foes, the black bows, and banefire xbows. Again, youve got to think about using these guys in decent sized groups 6 quickened banefire xbows are pretty devastating to troops without long lifespans, 6 bows of war will have the effect of over 150 archers, and 12 black bow arrows per turn will give even the toughest SC with bodyguards pause. Not a bad switch when your opponent was expecting some frozen heart spam.

A few other things to remember to pull out when the situation merits it spirit curse (as if the SCs didnt already have enough disincentive to attack), dust to dust (very effective cast en-mass against that prince of death or tartarians giving you a hard time), slime (not the best spell in the world, but can be effective en mass combined with your heavy hitting infantry and cold auras). Also, once you get up to con-6, cheap water bracelets will pull these guys up into ice strike, cleansing water, numbness, and desiccation.

Now, onto the main event. Angakoks are the heart of LA Atlantis. They dont have quite the versatility of the MA Atlantis Kings of the Deep, but what they do, they do well. Youll obviously want to recruit one every turn as soon as you can afford to.

Thugin:

Theyre holy and you have a nice earth bless with small regen. Buffs range from soul vortex to ironskin to mistform with quicken self and breath of winter on the side. Pretty standard thug layouts apply, but make sure to leverage your sailing ability. Depending on the map layout this can be even better than flying. With reinvig and soul vortex it often works well to leave the thug Angakok to cast spells hell throw out skellispam (great with his breath of winter, really adds to his staying power while soul vortex does its thing), cold blast, and many of the fun stuff listed in the next section. Hey, dont forget to cast twiceborn so you dont even risk that much, and now youve got some mages who can more easily leverage rigor mortis.

Combat Castin:

Youll want to get some indie S1 mages for several reasons, one of which is to forge penetration boosters for you. Look for lizard shamen, mercenaries, sages, or if nothing else use your pretender to crank out some void eyes and spell foci kinda drudge work for a pretender, but you really need them to round out your arsenal. You also shouldnt have too much trouble getting 50 fire for an empowering (more below), which gives you fire skulls and then rune smashers. Note, if nothing else turns up you can summon some specters to get you weak astral mages, but youll want to save your death gems for other uses if you can.

Well, falling frost is the obvious goto spell, but I dont like to depend on it because its too easy to counter. Cold resistance, high defense or high protection will all seriously hamper this one, though it does scale in power with the water mage level so a Angakok with a water pick and a water bracelet with sea robe will throw down a pretty impressive barrage.

Shadow blast Penetration boosted shadow blast is a great switchup to the water magic stuff youre mainlining. Haha, you thought frost resistance would be enough?!?!

Sailors death With a penetration boost this spell is n*a*s*t*y. AN, AOE1 and a range of 30, 3 or 4 guys spamming this will blast the crap out of many different things which would otherwise give you difficulty. And its only Thau-3!

Numbness, desiccation, breath of winter, grip of winter, rigor mortis, ghost grip, curse of stones (penetration boosted!), curse of the desert (penetration boosted!). Combine this with great heavy infantry that take a lot of beating to go down. Mix in wights, winter wolves, ghosts, and anything else with a cold aura. Add in the encumbrance penalty for a cold climate, and friendly currents/quagmire. Its frightening how many things LA Atlantis can pile onto causing fatigue in fact its usually more important to remember not to pile too many things up that your own units are merely resistant rather than immune to.

Terror everything I said about frighten goes triple for terror. Combine with ghosts and leviathans and anybody even thinking about starving doesnt stand much chance. Oh, if youre feeling showy, you can throw Wailing Winds in as well.

But wait, theres more! Freezing Mist dont be misled by its small damage number, this is a serious offensive spell which works wonderfully with the rest of your arsenal if given even a little time to work. Its hard to tell for sure, but this spell seems to scale up in damage with the cold scale. Regardless, it will do amazing amounts of damage in a wide AOE to guys standing around inside it. Its AN and AOE, so nobody who is not completely cold immune is spared this is your goto spell for the guys who are outfitted to scoff at your falling frost. Note: your infantry doesnt have 100% cold resistance by default, so make sure you buff them with winter ward, or use undead or other summons when using this spell, trust me that AN damage is nasty and you dont want even your 75% resistant guys inside it. Bonus itll freeze your victims, thus flowing perfectly into your fatigue strategy. This spells works awesomely with.

Skellispam you may not be able to field the same numbers of undead as the undead specialists, but that doesnt matter because they have such synergy with everything else youre using so you dont need an overwhelming mass. Think about it, youre laying down cold, fatigue, fear, and drowning all things to which your skellispam is immune. You dont need overwhelming amounts because you dont have to tie your opponent up as long, youve got too many things working against him.

Quickening you thought those Arssartuts were intimidating before? Try laying down a quickening on them. Oooooh I love those bone glaives!

Now, with a cold, fatigue and fear based primary strategies, the obvious hole is swarms of undead, and LA has some of the nastiest. Fortunately, youve got access to every one of the best anti-undead spells dust to dust spam for the powerful undead, wither bones and cleansing waters for the large groups of chaff, and undead mastery (death random + skull staff + skull helm) or solar brilliance (pretender) for the really big masses. Youve not only got the perfect counter for Ryleh, youve got the perfect counter for Ermor to!

Now, youll also not want to neglect earth and air spells. You should have several pairs of earth boots, so with summon earthpower E3 spells are in easy reach. I mentioned curse of stones above, which works great with the rest of what youre doing, but dont be afraid to lay down some of the classic earth spells. Strength of giants and legions of steel work extremely well with your Arssartuts (dont forget to quicken them if you have it! Now *there's* some nasty crap.). Destruction is always a welcome addition, and blade wind plugs the hole that lack of archers leaves. Marble warriors is also great (be careful as itll remove your cold resistance), and with an elemental staff you get up into weapons of sharpness and army of lead range. Rust Mist can work well in a pinch to, though its a bit hard to leverage (think: tying your opponent up with a skellispam screen while the rust mist takes effect, then marching in with your real troops)

For air, youre quite a bit more limited with no boosters or self buff spell, but dont neglect the options you do have. With an elemental staff and some creativity cloud trapeze, thunder ward, and arrow fend all become accessible and very nice to have in the right situation. Also, dont overlook having a mage dedicated to casting aim on your main artillery players, it can make quite a difference.

For the higher powered fights youll want to look into darkness, bone grinding, niefel flames, and living water (yeah ice elementals!)

Lab Castin:

Heres where your lack of magic diversity hurts the most, but the things you can easily cast are so frickin cool (if youll pardon the pun) that every water and death gem is going to be put to a very good use, and even your air and earth will be quite precious though more for forgings. Youll have a powerful astral pretender and hopefully enough S1 casters to power arcane probing, and enough fire for what you need, leaving just blood and nature as your glaring holes. Hmmm, did I mention you should really try to put nature on your pretender? Ignore blood and between your pretender and the free nature sites common underwater you should be able to eventually scrape up 50 nature gems. With one empowering you can now summon niads using water gems, so this gets you into nature in a big way.

Voice of Tiamat. Now that youve got a good sized water section to your empire (you did read the first part of this guide right?) you definitely want to make good use of it. Voice of Tiamat is going to not only get you a good flow of water gems, its also going to get you a modest income of earth and fire. You should forge some earth boots with you pretender, then more with the guy you give the first set to, E2 mages are where the funs at. Fire gems will more than likely go into an empowering, as mentioned above, then in addition to rune smashers you can start making the elemental staffs I referenced above. Also, kinda goes without saying, but dark knowledge is in the same school so youll want to hit that hard as well.

Send Tupacer Tupilak. This guy is a rather weak assassin spell, but its also cheap, easy to cast, and relatively low on the research tree. Hes not going to take out any thugs or really even bodyguards, but with his hitpoints he is quite capable of killing most unguarded mages. This is not a mainline spell as its easy to counter, but it is a very good kick below the belt whenever you see your opponent fielding mages he forgot to put bodyguards with. Particularly right before a big fight.

Spirit mastery let see, immune to all the stuff youre throwing down, ethereal, cheap, and pretty much tailor made to tie up the bad guys. Yep, these are a very good choice as blockers. These guys are perfect to pair with freezing mist.

Ghosts Like dispossessed spirits, only they add fear and cold of their own, how much better could it get?

Leviathan You know what the problem is with iron dragons? Theyre level 9 summons, and by that time everybody has good counters. How about a level 7 summon thats almost as good for almost half the price? A single Leviathan buffed with quickness and gift of flight (give one of your air Angakoks an air gem) will destroy any PD and a couple together will even do a number on real armies which are unprepared. Theyve got great protection, massive hitpoints, are mindless (hint another great thing to throw at Ryleh), amphibious, cold & fear immune so you dont need to worry about friendly fire, and in fact even have a fairly significant fear aura themselves! Not to mention, quickened, they absolutely smear size 2 guys without racking up all that unseemly fatigue its frightening how much damage they cause each round. Heck, the gift of flight isnt really even necessary most of the time, but boy is it fun to watch. For big fights, make sure to leverage those S1 mages youve been scouring the globe for to lay luck and body ethereal down on them before sending your flying doomcastles to attack rearmost. Trust me, your opponent wont have the luxury of worrying about all the fatigue youre laying down in the mean time.

Monster fish In case your opponents dont just cede the water to you, and you need something to supplement your leviathans, buffed monster fish are just awesome. I dont want to repeat what I laid out in my MA Atlantis guide, but definitely check it out that section if you havent read it. Between monster fish, leviathans, shark attacks, true amphibious uber sacreds, underwater PD and top notch undead counters nobody but Ryleh should be able to rival you under the water, and you should be able to give even them a run for their money. Plus, KO mentioned he was planning some new underwater goodies for LA Atlantis in the next patch.

Catoblepas Heck, who needs archers? Two words: death gaze. Oh wait, make that 3 words, quickened death gaze.

Winter wolves anything with a cold aura works great. Bonus points for etherealness.

Hidden in the snow a bit on the expensive side, but the troops work very well with your strategy and the mages can flesh out your earth magic a bit. Cold auras all around!

Specters as mentioned above will get you into astral if you dont have a better way. Theyre also stealthy, so really useful as mind hunt deterrents. Make sure you boost them up to S3 to give a 100% chance of catching the mind hunters!

Wolven winter you want to always be fighting in cold-3 if you can help it. With this spell you dont have much excuse to not help it.

Murdering winter in the unlikely event a non-cold immune army is successfully invading you, this spell is expensive but fearsome in cold-3.

Leprosy (penetration boosted!) did I mention that there are some disincentives to attacking LA Atlantis?

Black death, tidal wave, wolven winter (again), blight cut off the economy of the bad guys. I'm beginning to sound like a broken record, but I pity the fool who attacks me.

Lure of the deep this is the type of insidious global which is both unlikely to be dispelled, and also cumulates to significant casualties over time. You pretty much need to be in control of any coast you dont want to be at war with, but it does add one more layer of disincentive in attacking you once you get entrenched around the coastline.

Maelstrom great spell to shoot for, castable with 2 boosters and a water random.

Well of misery likewise, two boosters and the right random.

Speaking of two boosters and the right random, lots of nastiness is available at D7. Legion of wights (great blockers considering what youre throwing down), Ghost Riders, and a short jump to tartarians with the ring of sorcery your pretender forged.

Ice pebble staffs turn out to be rather useful to, theyd prove really, really nice with quickened Tungalik except they tend to spam skeletons and frighten once your script runs out, so instead leverage indie commanders and boots of quickness (once you have them). Its surprising how fast 3 quickened numbness spammers can cover the majority of a good sized army, and how effective it is. In addition to the fatigue and all its side effects, the freezing immediately drops attack and defense by 3, add a few more minuses on as the troops gain some fatigue closing for melee and trust me its worthwhile even before the fatigue really mounts.

Of course all the classic undead nastiness works as well bane lords, wraith lords, liches, etc.

Finally, I want to close with a mention about sailing. Atlantis has some rather unique strategic options related to their both having sailing and being amphibious. They can leave one water province, sail over the next one and land on a land province on the far side. Given the usual larger size of water provinces, this can lead to *huge* strategic freedom. Its not unlikely that massing troops in a single province can leave dozens of places you can drop them in a single turn. Combine this with excellent raiding potential, solid thugs, excellent defensive entrenchment and you have the ability to dance all over anybody who wants to attack you, or to deliver a devastating sneak attack to anyone with a coastline.
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Old July 31st, 2008, 06:47 PM

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Default Re: LA Atlantis - frozen death from all directions

Shouldn't you wait with that guide until patch with LA Atlantis improvement comes out?

And I think it is pretty safe to assume that most games will be played with R'lyeh banned, so Atlantis has Patala and Mictlan as main contestors in underwater fight. Ermor sometimes too.
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Old July 31st, 2008, 06:49 PM
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Default Re: LA Atlantis - frozen death from all directions

I'll update it when the patch comes out, and no I don't think it's safe to assume that all games ban LA R'yleh. Besides, nothing I've said is not true without R'yleh in the picture, an astral bless is I feel still the best way to go because it fills in so many of the holes you need filled. Extra MR is *always* welcome.

I actually wanted to give my impressions before KO finalized any changes.
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Old July 31st, 2008, 07:31 PM
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Default Re: LA Atlantis - frozen death from all directions

Another enlightening guide! Couple of questions/comments:

1) Death 3 seems pretty severe, especially considering your expansion rate will average at best. You probably know better than me, but I find Atlantis is always a high priority target for other players and Atlantis is usually on their back heels rather than gobbling up new high population territories.

2) How do you deal with early archer spam? The only shielded troops you recommended were the LA shamblers, but they have no synergy with cold 3 and are best used outside your dominion. Again, I find myself on the defensive ~75% of the time. Maybe that's the real question, how do you put yourself in a position where you are the aggressor considering your somewhat average expansion rate?
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Old July 31st, 2008, 08:01 PM

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Default Re: LA Atlantis - frozen death from all directions

E9S9N4 bless should work pretty well against archer spam, combined with smart tactical scripting.
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Old July 31st, 2008, 08:07 PM
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Default Re: LA Atlantis - frozen death from all directions

I don't think there's any reason that Atlantis is relegated to a defensive role, though they have some serious home field advantages. Everyone has their own preferences for scales, but I think death has a very good synergy here. Because your troops and mages (other than one) are so cheap, you're a bit less desperate for gold every turn. Your reliance on cheap sacred units and mages means your upkeep will be very low, helping offset the decline from your death scales. You can fuel a very respectable expansion with dual blessed Arssartut, there's no reason you shouldn't be able to field a force every other turn capable of chewing through most indies with very few casualties using archer screens - that twist fate helps a whole lot at this stage. Additionally, with the ease of expanding into the water there's a lot of options on the table.

As to your question about massed archers, you've got several good options. Your shielded Ice Guards are very good against archers even in neutral scales (you'll have to be careful in heat scales). Mournful also do pretty well with a shield, 15 armor and good hitpoints. Clever archer screens make it hard to target the Arssartut as they're not large and twist fate will help a lot vs the stray arrow or two. Finally, if the archers are massed to such a point you don't think screens will be effective just fall back on the fact that you're a nation of heavy infantry....pull your Arssartut out of the fight and let your shielded heavy guys ignore the arrows - they're certainly fairly tough on their own strenghts, and if necessary they can be superb blockers while your mages do the killing.
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Old July 31st, 2008, 08:57 PM
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Default Re: LA Atlantis - frozen death from all directions

Just a couple things - first, it seems Ghost Grip is one of those spells I've grown rather fond of, that most people seem to overlook. It's quite powerful when you can really spam it on large enemy forces - especially in this case, with so much cold based fatigue.

Also, the Winter Wolves, in conjunction with the Freezing Mist. Okay, this Mist is devastating! The Wolves make excellent blockers for it. What I've done a few times, is have some Wolves charge in while the rest of my troops Hold, and have several mages all cast the Freezing Mist 2x, then swap to something else appropriate based on the opponent. The Mist will fade before the rest of your line advances, and the enemy will have enormous gaping holes cut in their army.

It's worth to note, multiple Freezing Mist spells stacked on top of eachother, very much seem to stack damage. I've seen units hit for anywhere from 15-30 damage in a turn with even just 2-3 Mists overlapping.
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Old August 1st, 2008, 02:08 PM
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Default Re: LA Atlantis - frozen death from all directions

Awesome guide Baalz, as usual.

I'd like to point out one neat trick that few apart from LA Atlantis (and some of the Heims) can pull off. I'll preface it by mentioning that most raiding nations have a lot of trouble reinforcing after the initial raid, and almost no ability to break down castle walls.

The trick:
Surprise-attack a coastal fortress with sailing raiders while simultaneously hitting it with an amphibious Bane Venom Charm holder, or (later on) Black Death/Tidal Wave . The following turn, cast enough Carrion Reanimations (3D, so 1/4 of your Angakoks can cast it) to turn all those corpses into Soulless @ 100 per 10D. 500 Soulless will bring a mage-factory down pretty quickly. Now you've got a base of operations on your opponents side of the lake 3 turns into the war. Worse comes to worst, demolish it as you sail away.

P.S. Carrion Reanimation also gives you something to do with all those dead R'yleh chaff.

P.P.S Edited yet again in response to Max's comments.
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Old August 1st, 2008, 03:41 PM

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Default Re: LA Atlantis - frozen death from all directions

Cleveland,

Isn't that a trick that any Death nation can pull off? Stygian Paths + Black Death + Carrion Reanimation... all pure Death magic. Substitute Astral Travel for Stygian Paths if you've got it, or just use an SC + Teleport. It's a good trick, but available to many, many nations.

-Max
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Old August 1st, 2008, 04:20 PM
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Default Re: LA Atlantis - frozen death from all directions

Sure. But most Death nations don't have much raiding capability. Similarly, most raiding nations don't have much castle-breaking capability.

I'm presupposing that a "raiding nation" is one which has the ability to hit multiple fronts unexpectedly. Sailing grants that, stealth grants that, flying grants that, teleporting grants that.

I absolutely concede that any nation casting Black Death can also cast Stygian Paths. But slip a Bane Venom Charm & some swim trunks on someone who lands onshore at the same time as your sailors...that only takes Const4 & Ench7 (which you'll be going for to get those Leviathans), totally doable in year 3. Thoughts?
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