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February 20th, 2009, 03:29 AM
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Major
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Join Date: Mar 2008
Posts: 1,099
Thanks: 56
Thanked 122 Times in 48 Posts
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Re: MA Oceana - OMG, I think I've done it
First, loved your. Big fan.
Second, I haven't experienced the unluckyness that other people have with transform. I usually just end up feebleminded after about 10 castings.
Third, it is clear to me that the angle on this guide is non-standard and worth mentioning. If people want to put forth an astral/death angle, that's great. Just do it in your own guide.
Fourth, have you cast wind ride recently. Last I knew it was worthless as it couldn't transport a unit further then 1 province. This is the second time you've mentioned it recently and I can't be sure you are using the same spells I'm using.
Last edited by AreaOfEffect; February 20th, 2009 at 03:37 AM..
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February 20th, 2009, 04:48 AM
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Corporal
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Join Date: Oct 2008
Posts: 94
Thanks: 13
Thanked 18 Times in 10 Posts
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Re: MA Oceana - OMG, I think I've done it
I have used Transformation to good effect, as well.
According to the manual there is a 20% chance of feeblemind or death, but to be honest I have had much better results than that.
In my last game - playing MA Man - I used it extensively with my crones (20+ times or so) and only had 2 of them feebleminded and no death at all. And this was with neutral luck-scales in normal, where Transformation costs 8 nature gems.
Thing is, if you have a sizeable contingent of N3 mages that benefit from Transformation, you probably will be able to summon Faerie Queens eventually, so feeblemindedness is not that much of a problem, as it can be healed. And, as Baalz mentioned, the deaths are very much mitigated by the fact that the mages that do not die are upkeep-free.
This does not mean that using Transformation is always a good idea, but as far as I can see Baalz uses it with good reason here. Oceania needs better magic on land, and Transformation goes a long way towards providing it.
Last, but not least: Thank you for a very good guide Baalz!
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February 20th, 2009, 11:13 AM
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Major General
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Join Date: Feb 2004
Location: Houston, Texas
Posts: 2,435
Thanks: 57
Thanked 662 Times in 142 Posts
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Re: MA Oceana - OMG, I think I've done it
Quote:
Originally Posted by AreaOfEffect
First, loved your. Big fan.
Fourth, have you cast wind ride recently. Last I knew it was worthless as it couldn't transport a unit further then 1 province. This is the second time you've mentioned it recently and I can't be sure you are using the same spells I'm using.
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Full disclosure, I haven't actually done this in practice, just seemed pretty good in theory reading the spell description. If it doesn't work as described then this might not work well. Oh well, was a side bonus strategy anyway, you really took the air magic for fog warriors and boosters.
Were you casting it at size 2, non-ethereal, non-earth mages?
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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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