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Old July 5th, 2007, 04:20 PM
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Default Re: LA Atlantis, another thread looking for tips

Remember LA Atlantis' only real advantage is that it's a fully amphibious land nation; it faces many of the same problems that EA Agartha has to confront. Only, imo, LA Atlantis has an even narrower magic base from which to build it's empire.

Things like Burdon of Time are a good idea for Atlantis and takes advantage of some of it's few subtle advantages, like it's near immunity to old age with units that have lifespans over 500 years. Send Tupilac is a questionable spell, as the Tupilac has very poor attack and defence ratings, and it's only certain to kill weaker commanders. (Of course, i've had a Priest Starspawn, unequipped, fight and kill a Vastness that attacked it summoning stuff, so victory is always possible).

Ulimately Atlanis is a nation whose armies are built around mobility not staying power. Use that mobility to get an advantage over your opponents.
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Old July 5th, 2007, 04:41 PM

Ewierl Ewierl is offline
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Default Re: LA Atlantis, another thread looking for tips

Quote:
SelfishGene said:
Remember LA Atlantis' only real advantage is that it's a fully amphibious land nation
It goes one better: try playing around with the amphibious + sailing combo. You can do fun things like starting in an deep-sea province and leaping over a hostile shallow-sea province to hit a land target on the far side. Good scouting is key, because your armies can be just about anywhere anytime if you've got an ocean handy!
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Old July 5th, 2007, 04:52 PM

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Default Re: LA Atlantis, another thread looking for tips

Yeah, Send Tupilac is questionable. If you're discussing Burden of Time, then as undead, the Tupilac will benefit greatly from Utter Darkness. As the manual mentions in its sample strat, if you've got a death heavy pretender, consider casting your globals Well of Darkness, Utter Darkness, and Burden of Time. The consequences are minimal.

If not, it is questionable. But there are advantages to taking out their lesser commanders. If they can't use the standard independent commanders to ferry around reinforcements, that's to your advantage. If you can take out several low-level priests before an assault, any undead hordes you use will have to worry a lot less about banishment. If they have to use their good priests for h1 banishment, thats good.

I'm not certain how it would turn out, but I suppose I'll have to experiment with this situation.
1). One friendly black servant in an enemy province defended only by pd, set to attack.
2). Two casts of tupilak attempting to kill the commanders the same turn.

I suppose it depends on the order of events, and whether the commanders are replaced immediately, but it would be nice to route the entire pd with one Black Servant.
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Old July 5th, 2007, 04:56 PM
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Default Re: LA Atlantis, another thread looking for tips

You can't assassinate PD commanders. You can't do anything to them outside of battle with the PD, actually.
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Old July 5th, 2007, 08:08 PM

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Default Re: LA Atlantis, another thread looking for tips

Drat. Thanks for the answer, Taqwus.
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Old July 6th, 2007, 12:06 AM
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Default Re: LA Atlantis, another thread looking for tips

About the underwater recruitables:

Yeah, it kind of seems sucky that there's no recruitable underwater LA Atlantis mages.

But the Consorts are great! 80 gold for: (27HP, thick skin, 12MR, 16 strength, self-blessing) is pretty cheap. I'll stick some winged boots on them to get around the movement problem, probably a frost brand since I've got so many water gems, and whatever other cheap gear I can think of. 12 attack is mediocre, but with a Frost Brand it doesn't matter all that much.

I didn't find a use for the underwater infantry, but the Shield Wielders are great crossbow/arrow chaff.
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Old July 6th, 2007, 07:40 AM
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Default Re: LA Atlantis, another thread looking for tips

I think the Assartut low resource cost mahes them interesting for beginning the game. I had a SP game where I was facing man and I had no problem punching through their lines (mostly used glaives). I almost never use chaff units when I can avoid it, I prefer to use my gold on powerfull units. I think chaff is mostly a weakness, specially the harpoon throwers, which will do almost no damage at range before getting killed rapidly in close combat, closing your army to the deadly 40 % loose.
LA atlantis must rely on damage dealers (glaive people) 'cause you've got no archers at the beginning, and it's pretty hard finding cold immune indeps.
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Old July 6th, 2007, 08:37 AM

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Default Re: LA Atlantis, another thread looking for tips

I entirely agree regarding chaff - because of the way the morale system works chaff is very rarely a good idea.
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