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  #1  
Old January 19th, 2008, 11:03 AM

Dectilon Dectilon is offline
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Default Late Age Atlantis

Where are their strenghts? I've tried to play them a number of times but it just seems like an impossibly expensive team with weak units. Even if they can take over some under-water provinces early I can't really see where they shine. Any tips there? ~~
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  #2  
Old January 19th, 2008, 11:21 AM

MKDELTA MKDELTA is offline
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Default Re: Late Age Atlantis

I think their units are nice, albeit expensive, and have nice synergy with cold provinces and Wolven Winter spam before battles. A mix of shielded infantry and stuff like glaives is never bad, per say. Their sacred units are good. Their best mages are liquid awesome. I also like the harpoon units, but then again, I like all units with nets. They have great strategic mobility with the combo of ambhibious + sailing. Their greatest weakness IMO is that the 1D 1W mages aren't very useful. I find them fascinating but don't play them that much.
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  #3  
Old January 19th, 2008, 11:23 AM
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Jazzepi Jazzepi is offline
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Default Re: Late Age Atlantis

Two comments.

1. I personally wouldn't bother with a bless on Atlantis. It might be worth trying if the sacred troops weren't capital only. They just feel so... subpar, when compared to most sacred troops.

2. Here's the build that I would do instead, using no bless.

Pretender
Dagon
Dom 9
S3
W3

Scales
O3
P3
C3
D1
Misfortune 2
Magic 1

My reasons are listed below.

In C3 the Ice Guard have a 23 protection + shield which makes them 99.9% immune to regular archers, and even very good against crossbow men (I think) as they have shield block + huge damage reduction. This should give you a front guard which is ready for assembly at all provinces. You can then recruit a combination of extremely cheap seal hunters to place as vanguards on the right and left flanks. With such high productivity you should be able to raise 60-80+ per turn once you have all the territory around your capital. A single turn of those, plus a few turns of the ice guards, should give you an extremely effective fighting force. Armor is also king underwater.

I had a sort of option between Dagon and the Wyrm. With P3 you should have a really strong early game between an awake pretender and your strong infantry. That said, you still want to be able to use your pretender in the mid-late game. Wyrm is useless for this. His chassis is *great* but he lacks the slots to really kite him out as an SC. Dagon, on the other hand, is built for that sort of thing. He has fear, posion immunity, trample, and a touch of the right type of magic built in. By adding astral you do three things.

One is that you give him a huge weakness to being killed by astral dual, which sucks, but this only really matters against astral heavy nations as getting access to astral through summon diversity is terribly difficult.

Two, you give him access to an awesome set of easy to access buffs. Twist fate, personal luck, body ethereal, quicken self, astral shield, and breath of winter. Put all these together and he becomes a real behemoth.

Three, you give yourself some much needed magic diversity. My assumption is that your game would look something like this. Dagon expands, Dagon site searches while you research and build army, around turn 15-20 or so you declare war on a nearby neighbor, and use Dagon to lead your armies into battle with some serious ***-whooping to follow.

Comments on Dagon himself. He desperately needs, just like any trampling SC that isn't either elemental or undead, some reinvigoration items. You have zero access to nature so you have to depend on trade to get these, but securing some + 4 reinvig boots and +5 reinvig amulet should be all you need, though I'm a huge fan of rainbow armor as well. He also does well dual wielding two different types of shields and depending on his trample alone to smash through the lines.

I can't think of anything else to say about the above build, but this is how I would play LA Atlantis. The biggest weakness is the lack of late-game magic diversity. You should be able to easily purchase a boots of earth +1 from the open market, but otherwise you're limited to W/D/E/S, which isn't terrible, but I think you really want to try to get in on some nature as well.

Jazzepi
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  #4  
Old January 19th, 2008, 11:28 AM

Shovah32 Shovah32 is offline
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Default Re: Late Age Atlantis

Can I just suggest a Prince of Death rather than the Dagon? Personal preference of mine, and the death bless can make your sacreds useful should the enemy have his own SC god.
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  #5  
Old January 19th, 2008, 12:12 PM
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Jazzepi Jazzepi is offline
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Default Re: Late Age Atlantis

Quote:
Shovah32 said:
Can I just suggest a Prince of Death rather than the Dagon? Personal preference of mine, and the death bless can make your sacreds useful should the enemy have his own SC god.
With the above build you can take out dagon and <insert any awake SC pretender here>.

I definitely wouldn't go with a death bless. Their sacred units aren't very good.

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Old January 19th, 2008, 01:51 PM
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Default Re: Late Age Atlantis

I like going W9 bless with high dom. Those sacreds may be subpar, but they're easy to spam.
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