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  #1  
Old January 29th, 2004, 10:30 PM
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Default Re: Atlantis strategy

Keep in mind that the mercenary War Shamblers are highly experienced, and fare much better than ordinary War Shamblers. I have found plain shamblers to be annihilated quickly when facing Tritons, largely due to their low protection and usage of length-0 weapons against poisoned-weapon-wielding enemies. In fact, low protection is their primary problem, and their high damage output has never seemed very useful to me, underwater, where most enemies are unarmored anyway.
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Old January 29th, 2004, 10:51 PM

LordArioch LordArioch is offline
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Default Re: Atlantis strategy

I've done pretty well with a Dagon with no additional magic. I gave him flying boots, luck amulet, and etheral and just had him quickness/breath of winter/ attack archers. Usually he'd take care of the archers and any nearby commanders while my mages knocked the main army unconcious so they couldn't run.

This was against the AI however, so it probably won't work as well against humans.
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Old January 30th, 2004, 12:44 PM

Chris Byler Chris Byler is offline
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Default Re: Atlantis strategy

Quote:
Originally posted by Saber Cherry:
quote:
Originally posted by Wauthan:
Atlantean infantry is pretty durable, but expensive in resources, so quickly add tritons and summons to the main force. Shamblers are too expensive and hungry to use in large numbers, but mixing them into the main force gives you a little extra punch against heavy critters.
From the combat simulator, it seems that Shamblers are totally worthless. A War Shambler generally loses to 2 normal infantry, even really weak ones - the 3 resource Atlantian infantry, triton guards, independant 5-resource infantry, etc. Plain shamblers do even worse. I would not recommend shamblers, and only War Shamblers versus very heavy armor. They do as well against Ulm heavy infantry as against indy light infantry.
IMO they are useful primarily against heavy armor and size 3 tramplers (being size 3 themselves they cannot be trampled by minotaurs, shambler thralls, etc.) They might be good against size 4 tramplers too - they would take relatively little damage for high fatigue cost to the size 4 trampler (since both damage and fatigue cost are based on the size difference).

Also, 1 war shambler vs 2 infantry isn't an accurate simulation - because even if there are 50 war shamblers and 100 infantry, the actual line of battle will have something like 20 war shamblers vs 30 infantry. War shamblers get relatively more punch into your frontline.
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People do not like to be permanently transformed and would probably revolt against masters that tried to curse them with iron bodies.
Pigs, on the other hand, are not bothered, or at least they don't complain.
-- Dominions II spell manual
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Old January 30th, 2004, 03:26 PM
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Default Re: Atlantis strategy

Here's what I did Last time I played Atlantis that worked pretty well:

-Took Kraken with no magic and put all into scales.

-Focused on pumping out Deep Seers and putting them into research while using Coral Guard and Kraken to take the sea zones (I had no opposition at sea).

-Powered forward as quickly as possible in Evocation to Level 5 in order to get Falling Frost.

-Meanwhile raiding the coast and preparting to set down Groups of about 4 Deep Seers and 30 Coral Guard lead by a Coral Queen. I keep all of the units near the back so that the Seers have plenty of time to get their spells off.

I like Atlantis since it is a real challenge and seems to depend so much on the map and what the landlubbers are up to

Shamblers? They eat too much for my taste...

[ January 30, 2004, 13:28: Message edited by: diamondspider ]
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Old January 31st, 2004, 07:47 PM
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Default Re: Atlantis strategy

Ok, I re-checked the game I had in mind, and yes, I think I was partly remembering Yad Taddag's war shamblers, and Shambler chiefs. Shambler chiefs equipped with magic items can be pretty potent melee fighters.

The unarmed Shamblers are fairly strong but vulnerable, expensive, clumsy, and yes they eat a lot. I think they stand up pretty well against Tritons, but that's not saying much! I only have a few here and there, but I would draft some more in a local emergency as high-powered cannon fodder if I had gold to waste.

After I got the appropriate provinces and some time to build up, I tried to switch the backbone of my undersea forces to Amber Clan Guards. This was against independents and the Doms I Ermorian AI, though, with no Ry'leh nor Atlantis (I was a landlubber), and I've only had limited undersea battles with Doms II and other AI's, and no MP experience yet, so I'm sure there is much I don't know.

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[ January 31, 2004, 17:49: Message edited by: PvK ]
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