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April 2nd, 2007, 09:13 AM
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Sergeant
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Join Date: Oct 2006
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Re: EA Oceania on land
Sea trolls are quite weak, especially against land armies of HI etc. They don't even come close to their earth-magic equivalents. If you have water/nature mages I recommend Kydnides instead - size 2, well armoured for EA, awe, decent weapon... an excellent unit. The sea king is a powerful battlemage though.
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April 2nd, 2007, 10:08 AM
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Second Lieutenant
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Join Date: Mar 2007
Location: Holbrook,AZ
Posts: 456
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Re: EA Oceania on land
Try a cold 3 dominion. winter wolves summons. use the winter wolves on your flank and a little behind. set one pack for attack rear. the other on attack closest. put whaterver chaf you come up with all the way in the front in the center. set them to guard commander. put your mages in the back spamming Falling frost. your chaff will slowly move back towards the commanders in the back, drawing fire. the wolves move in and are immune to the falling frost artillery. a few mages set behind the wolves scripted for protection.
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April 2nd, 2007, 10:32 AM
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Corporal
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Join Date: Feb 2007
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Re: EA Oceania on land
I agree. The sea king is good but the sea trolls aren't. Bad defense, bad attack. Their only strength lie in their life points so they're good for making a front line wall and that's all.
I don't like Ice drakes (they are routing to much IMO).
Winter wolves can be useful, depending of what you're facing : don't use them if your opponent can crush through their etheralness with magic weapons or spells.
I'm not an expert at all, but found the water nations good at the start since you're not so likely rushed. It can be, but it's less likely. I mean it's easier to negociate a NAP with one or two players than with 3 or 4 players... Sometimes you're even alone underwater.
But indeed, you pay this advantage later when you want to put your feet (fish tail ?) on land...
Designing a pretender with something else than water magic may be the key to get effective land summons. Or your may rely on indie mage.
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April 2nd, 2007, 01:49 PM
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Corporal
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Join Date: Feb 2007
Posts: 167
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Re: EA Oceania on land
Saying summons is well and good, but the only halfway decent summons i can put on land with my out of the box mages is... Kydnides, and while good they feel like bringing a knife to a gunfight for the end game.
Makes me kinda sad that a frost ward more or less nullifies my magic 
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April 2nd, 2007, 02:39 PM
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Shrapnel Fanatic
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Join Date: Oct 2003
Location: Vacaville, CA, USA
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Re: EA Oceania on land
The Early Era of a nation like Oceania would tend to be more water oriented than it would be later in its history. Getting onto land is an effort. On the other hand, undoing its limitations would probably be too powerful considering the advantage of taking all the water provinces as a strong base.
I wouldnt consider Oceania was able to "get onto land". More of a nation capable of getting a foothold on land. Then you have to hold it and expand on it using the land resources. Generally Id tend to try that early on when you can do it against independents rather than other nations.
On the other hand, later in the game you might have to shift focus. You do have advantages in the water. Structures, PD, etc. You might need to shift to a defensive strategy to hold the waters while working on alternate methods of escape (such as research).
__________________
-- DISCLAIMER:
This game is NOT suitable for students, interns, apprentices, or anyone else who is expected to pass tests on a regular basis. Do not think about strategies while operating heavy machinery. Before beginning this game make arrangements for someone to check on you daily. If you find that your game has continued for more than 36 hours straight then you should consult a physician immediately (Do NOT show him the game!)
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April 2nd, 2007, 03:49 PM
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Major General
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Join Date: Sep 2006
Posts: 2,198
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Re: EA Oceania on land
What is really needed is magic items added to the game that give mass airbreathing, so Oceania can later in the game bring its better troops on land.
Make it constuction 6, requires A2W2 so is hard to get manufacture. Airbreathing 50 would be about right. At least this would allow aquatic creatures on land.
I see nothing wrong with this in a magically rich world of dominions.
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April 2nd, 2007, 04:19 PM
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Shrapnel Fanatic
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Join Date: Oct 2003
Location: Vacaville, CA, USA
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Re: EA Oceania on land
That makes sense. There is water-breathing for armies. There should be air-breathing for armies.
__________________
-- DISCLAIMER:
This game is NOT suitable for students, interns, apprentices, or anyone else who is expected to pass tests on a regular basis. Do not think about strategies while operating heavy machinery. Before beginning this game make arrangements for someone to check on you daily. If you find that your game has continued for more than 36 hours straight then you should consult a physician immediately (Do NOT show him the game!)
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April 2nd, 2007, 04:55 PM
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Captain
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Join Date: Nov 2006
Location: Sweden, Ume�
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Re: EA Oceania on land
or a late game "thesis blessing" counterpart.
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April 2nd, 2007, 05:03 PM
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Corporal
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Join Date: Feb 2007
Posts: 167
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Re: EA Oceania on land
research is well and good, but what to research? Thats what my complaint is. Even if I get everything there is nothing really catching my eye that I can use.
Sure I can get a foot hold on land, but what then? take over the world with independents, backed up by mediocre ice magic only? I don't think so.
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