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December 29th, 2006, 07:30 PM
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Second Lieutenant
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Join Date: Sep 2005
Location: North Carolina, USA
Posts: 403
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Re: Getting EA Oceana out of the water...
That's one exact strategy I have been comntemplating in my current game.
I haven't really noticed any problems bringing Oceania to land, myself. The merfolk are weak, but I have an untouchable set of underwater provinces from which to recruit and afford millions of the little buggers. My plan is to slowly waste away my opponents by taking their lands one by one until my economy eclipses theirs. At some point, I'll have so many more inferior troops, it won't even be funny. Also, there is that one cheap water spell that does strong damage to a single target (I can't find my manual right now) so even the weakened mermages can cast that. Creating armies of Triton Kings to make use water bracelets and fish amulets and casting falling frost is working well, too. When they run out of gems, I'll have them assist my puny armies by casting those dehydration AoE spells.
Of course, this wouldn't work in MP, but in MP I wouldn't pick EA Oceania unless someone else was also playing an underwater nation, in which case my goal would be to dominate the seas to gain safe territory.
Also, I don't know what your earlier strategy has been to this point, but it's well known that Oceanic nations do well with very strong dominion and temples everywhere, since it is hard for enemies to go into the water to destroy those temples. This makes shore assaults pretender and prophet friendly.
=$= Big J Money =$=
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December 29th, 2006, 10:47 PM
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Brigadier General
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Join Date: Oct 2006
Location: Northern Ireland
Posts: 1,923
Thanks: 2
Thanked 5 Times in 5 Posts
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Re: Getting EA Oceana out of the water...
The problem with massing low resource troops to raid enemy provinces and boost your economy is upkeep, 150 10 gold troops will cost you 100 gold per turn, while 150 may seem like alot they will be crushed by better equipped foes(and if they come up against flails/dual wielding units...) so the best idea might be to mass armoured units, just an idea.
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December 29th, 2006, 03:49 PM
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National Security Advisor
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Join Date: Dec 1999
Posts: 8,806
Thanks: 54
Thanked 33 Times in 31 Posts
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Re: Getting EA Oceana out of the water...
Kydnides are great. Also my Oceania has managed to get (I think more or less as an eventual result of native casters and forging boost items): Naiads, death Naiads, Vine Men & Ogres & Kings, Ether Warriors, Firbolg, Spectres, Faerie Queens, Water & Air (& Earth via pretender) elemental royalty, Djinn... and even without the unique summons I could have several other types but I'm doing fine with these. Wave Warriors and Kydnides make a good army center at least against general foes who don't have too much artillery - human opponents could hurt them easier than the AI. I think it's a bit challenging because one needs to get more creative and mix/match with indies, expensive summons, etc.
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December 30th, 2006, 04:23 PM
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National Security Advisor
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Join Date: Dec 1999
Posts: 8,806
Thanks: 54
Thanked 33 Times in 31 Posts
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Re: Getting EA Oceana out of the water...
Yes, I think Wave Warriors make a fairly good core amphibious troop because of their armor, but they should have at least a light screen of troops with shields in front to protect from archers.
Turtle Warriors on Fire Closest are synergistic with Wave Warriors, but if you don't want them to move together underwater, then dry land shield/javelin Light Infantry tends to be better-equipped.
PvK
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