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  #1  
Old January 29th, 2004, 04:55 PM
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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

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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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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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Old January 29th, 2004, 07:46 PM
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Default Re: Atlantis strategy

Hmmm... that's fairly odd Saber Cherry. While I'm not questioning your simulator I have not found shamblers to be that worthless. In fact most of the trouble I had have been caused by their low morale rather than their inability to kill things. I've seen bands of plain shamblers beat up heavy cavalery and war shamblers have often been the Last one standing in major battles.

Odd no?
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Old January 29th, 2004, 08:49 PM
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Default Re: Atlantis strategy

War Shamblers are often the troop of choice for a variety of reasons:

1- Low resource cost allows more firepower to be generated at speed (at a loss of gold, but speed is often worth it).

2- Size 3 prevents being trampled by size-3 tramplers like minotuars and shambler thralls.

3- The high damage is one of the only Atlantean methods of beating high protection values, often used by players.


The combat program is great, and I love it, but it doesn't tell the whole story.


As for my own Atlantean advice:

War lobsters rule underwater (except versus Rlyeh).

For land battle make War Shamblers if constrained by resources. Make Coral Guard if resources are plentiful. Even though they take heavy losses, always consider the potential of mobs of Atlantean Spearmen.

Spells to keep in mind are: Quickness, Frozen Heart, Paralyze, Soul Slay, and Light of the Northern Star.

For a pretender I prefer the Dagon.

I am not a fan of the Mother Guard, and don't feel that going for a bless effect pretender is worthwhile for Atlantis.

Taking heat/cold +3 was very useful in Dom1 but is FAR less useful in Dom2. In Dom1 most water nations could carve out a huge and wealthy empire in the water. Not so in Dom2. Taking heat/cold +3 will be harsh economically, and I don't suggest it.

Sailors death needs to hit, and then offers a saving throw. It looks great on paper, but fails to impress in practice.

I would never take a god that can't leave the water (Kraken, Nereid).

For long term summons consider winter wolves or sea trolls.

Later in the game if you are doing well, make Kings of the Deep in order to expand your magic paths.

A King that comes in with water-5 can cast Murdering Winter. Always a late game consideration.


Hope this helps someone.
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