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				May 5th, 2009, 01:51 PM
			
			
			
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				 Working underwater without gills 
 In my last game I was pondering opening a second front on an opponent via an ocean path (I guess you might call it a “beachfront”).  The game ended before I could implement anything but I was wondering what approaches others take when they have no indy amphibians.  I did scan for a strategy guide for land dwellers working under the waves but didn’t see one.  I was playing LA Arco and would be interested in how others would leverage their capabilities in a similar early game scenario.  General “land nation” responses would be welcome too.  I do recall there are a number of fatigue and other issues that can bite underwater thugging and magically water breathing armies.  
 Might be useful to hear of uses for taking that token “lake” province too.  I know it can open up a number of useful spells.  Curious how often players make a lake grab an important part of their strategy.
 
 Holler if I just missed the post that covers these points.
 
 -ssj
 
				__________________"I think, therefore I am" - René Descartes
 
 "I yam what I yam" - Popeye
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				May 5th, 2009, 02:11 PM
			
			
			
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 First Lieutenant |  | 
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				 Re: Working underwater without gills 
 That's really a great idea for a guide imo. 
In one game I was built around a lake. 
I needed half a year to get from my cap to a province two provinces away and the water nation (Agema) could raid me in 11 different provinces in just 1 turn.
 
Ironically I got a Barrel of Air from a lucky event so I just traded everything for getting me underwater, + used indies and attacked him sneakily.
 
He kicked me out of the water in less than 4 turns I think.   
I guess I could have done better but even then it would have ruined me.
 
Some general points:
 
Since you need water breathing on every mage you can never field as much as him.
 
Many attack spells don't work at all and your enemy is unlikely to research evocation. This could mean that it's easier to build thugs, if you get something amphibian.
 
Mostly you get two types of underwater recruitables - chaff and heavy encumbrance - exploit that. Otoh many of the indie provinces allow you to recruit a lot of units quickly (low resource costs) and they are not much weaker than the recruitables of most uw nations.
 
Mobility - movement is limited to 1 province. 
Just raid him and avoid his armies - he has a hard time catching you.
			
			
			
			
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				May 5th, 2009, 02:29 PM
			
			
			
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 Major General |  | 
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				 Re: Working underwater without gills 
 For getting into the water: Wraith Lords. Bane Lords would probably work too.
 (Semi-decent) Replacement for evocation battle magics: Rigor Mortis. Although unless I'm facing hundreds of enemies I usually just rely on Wraith Lord thugs.
 
 -Max
 
				__________________Bauchelain - "Qwik Ben iz uzin wallhax! HAX!"
 Quick Ben - "lol pwned"
 
 ["Memories of Ice", by Steven Erikson. Retranslated into l33t.]
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				May 5th, 2009, 05:42 PM
			
			
			
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 Corporal |  | 
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				 Re: Working underwater without gills 
 In terms of equipment, I find that Wave Breakers (auto Friendly Currents, water breathing on wielder, respectable weapon, Con 4) are a worthwhile investment, especially if you're fielding poor amphibians or landlubbers. Bottles of Living Water are also nice to have. Nothing special against a similarly equipped army, but good for raiding. |  
	
		
	
	
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				May 6th, 2009, 03:09 AM
			
			
			
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				 Re: Working underwater without gills 
 basicly imho primary choices are:
 - thugs, sc equiped with waterbreathing equipment or being undead
 - lots of undead as troops
 - a small focussed army of very very powerful (blessed?) troops with waterbreathing army equipment
 
 most indies underwater are weak and won't hold up agianst national troops and you'll often have weaker watermagic too so be sure you invading force can get reinforced (long lines) or is just so strong you can use it to roll the enemy bakc into his capital
 
				__________________ 
				Want a blend of fantasy  and sci-fi ? Try the total conversion Dominions 3000  mod  with a new and fully modded solar system map. 
Dragons wanted? Try the Dragons, Magic Incarnate  nation. 
New and different undead nation? Try Souls of Shiar . Including new powerfull holy magic. 
In for a whole new sort of game? Then try my scenario map Gang Wars .
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				May 6th, 2009, 05:06 AM
			
			
			
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 General |  | 
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				 Re: Working underwater without gills 
 I was invading MA Atlantis as LA Agartha in Kingmaker. There are some things you can do, but they are quite limited:
 - thugs/SC, first choice, but mobility here is a problem, so best is to teleport/trapeze them in
 - elemental spam! that's the best weapon for uw battles [takes lots of gems though], so living water and living earth
 - getting some really tough national troops [like heavy cavalry] with water breathing gear [pricey too]
 
 Of course you want friendly currents and sharks on your side. And many spells work fine uw too, like disintegrate, soul slay etc.
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				May 6th, 2009, 06:40 AM
			
			
			
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 Corporal |  | 
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				 Re: Working underwater without gills 
 Assassin  with waterbreathing equipment. |  
	
		
	
	
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				May 6th, 2009, 11:00 AM
			
			
			
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 BANNED USER |  | 
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				 Re: Working underwater without gills 
 Sea Kings Court. |  
	
		
	
	
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				May 6th, 2009, 12:06 PM
			
			
			
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 Colonel |  | 
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				 Re: Working underwater without gills 
 Thetis' Blessing is a lvl 9 Enchantment ritual that allows everyone to enter the water. If you prepare some armies on your new second front, this will catch the enemy totally unaware. 
And if you want to close your second front to prevent counterattacks, just kill the caster. (I don't know what happens to non water breathers in a water nation in such a case, but I think it would be biblical   ).
 
Against a water nation I would just cast the lvl 7 Alteration ritual, sea of ice. (first ask your allies/foes for water gems to overcast this. Bye bye water nation (hello new archenemy   )). |  
	
		
	
	
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				May 6th, 2009, 12:33 PM
			
			
			
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				 Re: Working underwater without gills 
 
	Quote: 
	
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					Originally Posted by Zeldor  I was invading MA Atlantis as LA Agartha in Kingmaker. There are some things you can do, but they are quite limited:
 - thugs/SC, first choice, but mobility here is a problem, so best is to teleport/trapeze them in
 - elemental spam! that's the best weapon for uw battles [takes lots of gems though], so living water and living earth
 - getting some really tough national troops [like heavy cavalry] with water breathing gear [pricey too]
 
 Of course you want friendly currents and sharks on your side. And many spells work fine uw too, like disintegrate, soul slay etc.
 |  Thanks all for the lucid responses.  
 
Any idea what additional per turn fatigue is incurred for heavy calvary working underwater?  Thought there was a penalty but don't have my manual with me.
 
Are Horrors waterbreathing?
 
Any comments on the strategic importance of taking that "token lake" province?
 
-ssj
				__________________"I think, therefore I am" - René Descartes
 
 "I yam what I yam" - Popeye
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