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May 2nd, 2008, 12:15 PM
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Major General
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Join Date: Feb 2004
Location: Houston, Texas
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Re: Mega Age II (Kingmaker) Sign Up!
Whewie, I have to say after playing around with MA Oceana I think they're even worse off than EA Oceana & R'yleh at getting out of the water. At least with those two once you do get amulets of the fish you've got some fairly strong thugs/mages, with MA Oceana all you've got is hideously expensive crippled pans, with no stealth, no meanads, water instead of earth magic (bleh)... *and* they lose a huge chunk of their magic and most diversity going onto land. At 350 gold for essentially a 2w 2n non-thugable mage I can't see these guys being remotely cost effective for anything on the land. Even your second tier mages lose water magic leaving the water...no falling frost out of any of your mages. Their amphibious troops are decent enough, but they're not going to stand up to an uber bless and you're not going to be getting much magic support even when your research kicks in. No death, astral, or blood makes your even longer term prospects pretty bleak to, and if with 30 gem clams I can't see any investment in them paying off in time to keep you alive....Bleh, I've picked up an uphill fight.
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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
Baalz good player pledge
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May 2nd, 2008, 12:22 PM
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Lieutenant Colonel
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Join Date: Nov 2005
Location: Lund, Sweden
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Re: Mega Age II (Kingmaker) Sign Up!
Indeed. But I always thought oceania could do pretty good on land with water summons lake naiads.
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May 2nd, 2008, 12:24 PM
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Major General
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Join Date: Jan 2004
Location: Columbus, OH
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Re: Mega Age II (Kingmaker) Sign Up!
Quote:
Baalz said:
Whewie, I have to say after playing around with MA Oceana I think they're even worse off than EA Oceana & R'yleh at getting out of the water. At least with those two once you do get amulets of the fish you've got some fairly strong thugs/mages, with MA Oceana all you've got is hideously expensive crippled pans, with no stealth, no meanads, water instead of earth magic (bleh)... *and* they lose a huge chunk of their magic and most diversity going onto land. At 350 gold for essentially a 2w 2n non-thugable mage I can't see these guys being remotely cost effective for anything on the land. Even your second tier mages lose water magic leaving the water...no falling frost out of any of your mages. Their amphibious troops are decent enough, but they're not going to stand up to an uber bless and you're not going to be getting much magic support even when your research kicks in. No death, astral, or blood makes your even longer term prospects pretty bleak to, and if with 30 gem clams I can't see any investment in them paying off in time to keep you alive....Bleh, I've picked up an uphill fight.
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I've never really understood the uber punishment that water races take to their mages. Water is probably one of the worst combat magics. You're stuck with quickness, quickening, and falling frost  Cold bolt is highly awful compared to some of the other bolt spells.
Jazzepi
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May 2nd, 2008, 12:25 PM
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Lieutenant Colonel
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Join Date: Nov 2005
Location: Lund, Sweden
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Re: Mega Age II (Kingmaker) Sign Up!
But spamming fatigue spells is pretty effective though. I've taken out one or two SC's that way, even with reinvigoration.
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May 2nd, 2008, 12:28 PM
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Sergeant
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Join Date: Mar 2006
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Re: Mega Age II (Kingmaker) Sign Up!
I have no experience playing MA Oceania Baalz, so you could be right on. In my SP games however, I've seen them hit land with some hefty mermidon forces that were more effective than I would have thought.
Edit: I also came from Dom2 playing R'Lyeh a lot, and playing more MA R'Lyeh than any other nation in Dom3 so going from MA to EA R'Lyeh can be a rude awakening as you lose so much amphibious versatility. Having aquatic only mind blasters was quite a shock the first time I tried my hand at EA R'Lyeh. It totally altered my landward playstyle I used with MA R'Lyeh.
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Guide to EA R'Lyeh
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May 2nd, 2008, 01:00 PM
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Lieutenant General
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Join Date: Feb 2007
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Re: Mega Age II (Kingmaker) Sign Up!
I think the ma oceania troops are quite effective early on on land. their troops are the equal of pangaea, especially with a good bless. White centaurs have 9 prot, the oceania knights have like 18!
I do not think the Oceania mages should lose magic paths on land. maybe gain an air and lose 1 water. a trade.
Maybe I will have to start EA Oceania with an epic hero!(j/k). If I get stuck with Man i will take Beowulf as an equalizer. Baalz loves Beowulf.
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May 2nd, 2008, 01:15 PM
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Sergeant
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Join Date: Oct 2006
Location: Milwaukee, WI
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Re: Mega Age II (Kingmaker) Sign Up!
I agree that EA R'lyeh needs a large water space to start in. I played EA R'lyeh in Blessing...spent the entire early game negotiating a land bridge out of my 3-province lake by pretending to be scarier than I was and then proceeding to get crushed in the water by the 2-bless knights Oceania had been pumping out while I was trying to get a fort built somewhere larger than a 3-province lake.
!fun
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May 2nd, 2008, 01:46 PM
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Lieutenant General
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Join Date: Feb 2007
Location: New Orleans
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Re: Mega Age II (Kingmaker) Sign Up!
A dollar to a doughnut baalz has a double blessed knight with ma Oceania.
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"War is an art and as such is not susceptible of explanation by fixed formula."
- General George Patton Jr.
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May 2nd, 2008, 01:57 PM
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Lieutenant Colonel
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Join Date: Nov 2006
Location: Ghent, Belgium
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Re: Mega Age II (Kingmaker) Sign Up!
I'd rather bet you a croissant for an Euro, if you don't mind. 
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May 2nd, 2008, 02:01 PM
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National Security Advisor
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Join Date: Nov 2006
Location: Oxford, UK
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Re: Mega Age II (Kingmaker) Sign Up!
I quite like muffins.
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