Re: LA Atlantis - frozen death from all directions
Yes, I meant to do an update here with the new units and never got around to it. Getting a couple underwater castles is now a must for LA Atlantis, really for one reason alone. Forgiving fathers.
Some of this is a repeat of things people already said, but I wanted to put all my thoughts together.
Fire random - gives you rune smashers (look at the original guide for great things to do with a penetration boost), lightless lanterns (combine with skull mentors and pretender forged dwarven hammers for a substantial budget research boost), acid rain (armor destruction and no way to resist it!) and even better acid storm (best thing in the world for large armies with good resistances and armor like mechanical men, etc. It'll even do a number on most SCs without regen because it's armor piercing and non-resistable! Use this in conjunction with a leviathan to give the bad guys something to chase) Haven't played around with them yet myself, but Vitriols seem like they could be extremely nasty if properly leveraged. With a little bit of work you're up into elemental staffs.
Astral radom - wohoo! You've now got that oh so essential teleporting astral support. These guys can forge themselves a starshine cap and teleport in to keep mindhunts from tearing apart your sailing raiders. Or they can easily thug out sufficiently to clear unsupported PD in your opponents undefended back woods. Or- teleport in to drop the body ethereal, luck & quickness to change a leviathan into a real army squisher. Or add Will of the Fates to that army of assartuts. Also, this is a fairly cheap way to start cranking out abominations if you've leveraged your water income into a clam farm.
Earth random - awesome, this nicely rounds out your new astral support by giving you access to crystal coins. Crystal coin + starshine cap means these earth guys are teleport capable to. Toss in some earth boots, a crystal shield, and a summon earth power, and you've got a 4S 4E support juggernaught who can jump in to unexpectedly add weapons of sharpness or army of lead to the will of fates for a top tier late game army. Or, more modestly just stick earth boots on 'em and you've now added gifts from heaven to your arsenal - a not inconsiderable weapon in it's own right.
Water random - well, to be honest this guy doesn't add a whole lot to your capabilities, though he does give you plenty of the S1 mages I suggested were a huge boost in my original guide. Having one of these guys tag along to buff your leviathans (or whatever) astrally, then switch to falling frost offers a nice synergy and strongly discourages those mindhunts which are otherwise a problem. Mostly though these guys are just gonna do what your better mages could have done, freeing them up for the harder stuff.
The other underwater units add some nice flavor, and can be useful in a few niches (poison armor, good protection with shields that don't melt in the sun) but generally not much to hang a strategy on.
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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
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