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  #1  
Old January 29th, 2004, 04:31 PM

LordArioch LordArioch is offline
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Default Re: Atlantis strategy

I found astral magic rather useful in combat. Banner of the northern star + quicknessed deep seers = lots of stellar cascades.
And even initiates can cast frozen heart, so your combat magic should actually be pretty solid.
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  #2  
Old January 29th, 2004, 04:53 PM
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Default Re: Atlantis strategy

Thanks for all that info.

Can I take a +3 cold/hot dominion?
in DOM-I there was no economical penalty for cold/hot underwater provinces
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  #3  
Old January 29th, 2004, 04:55 PM
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Endoperez Endoperez is offline
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Default Re: Atlantis strategy

Why is no one talking about Sailor's Death? In Dom1 it was ~16 armor negating damage to troops not breathing water, magic ressitance negates. Thaumaturgy 4, I think, needs a Water-3 mage to cast it. I have never really used it, though, so I can't say anything but that it LOOKS the spell for Atlantis before Murdering Winter...
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Old January 29th, 2004, 05:02 PM

rabelais rabelais is offline
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Default Re: Atlantis strategy

Quote:
Originally posted by izaqyos:
Thanks for all that info.

Can I take a +3 cold/hot dominion?
in DOM-I there was no economical penalty for cold/hot underwater provinces
Still true.

Nereid for efficency. Mother Guards *almost* move at water-9.

OTOH, the Dagon is expensive, but FUN. InstaSC!

Rabe the Immersed
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Old January 29th, 2004, 05:49 PM
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Default Re: Atlantis strategy

I get the feeling that people prefer the Nereid with 9 water to the ancient kraken.

does water 9 blessing give cold prot beside quickness?
If so, is it feasible to have an army of sacred troops only? this way the mages can use some devestating cold damage dealing spells.
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Old January 29th, 2004, 05:53 PM
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Default Re: Atlantis strategy

Waterblessing does not give protection from cold. Which is good since it's arguable the best blessing already.

While heat/cold scale doesn't affect sea provinces they will have an impact on you when you leave the water. Plan accordingly.

If you want to rely on cold spells for damage then use icedrakes and similar summons to provide a screen for your mages.

[ January 29, 2004, 15:55: Message edited by: Wauthan ]
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  #7  
Old January 29th, 2004, 06:58 PM
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Default Re: Atlantis strategy

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.
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