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oceania-sea-goats [2021/09/17 16:07] joste [Combat] |
oceania-sea-goats [2021/09/17 19:44] (current) joste [MA Pretender] |
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The lack of overtly strong or flash units doesn’t mean you can’t expand. On the contrary, you’re able to perform fast expansion without even without a blessing (and man, they can expand). Being a copy of the Pan, Capricorns are equally good or better at being a large and powerful mage and thug. You can win a lot of fights if you get enough spells researched. | The lack of overtly strong or flash units doesn’t mean you can’t expand. On the contrary, you’re able to perform fast expansion without even without a blessing (and man, they can expand). Being a copy of the Pan, Capricorns are equally good or better at being a large and powerful mage and thug. You can win a lot of fights if you get enough spells researched. | ||
- | Like the majority of nations, The problem comes in endgame from needing tools to combat other players’ super combatants. Pans are a powerhouse, but winning with Oceania at the late game requires specing out your pretender and a lot of Bootstaping for late-game fights. | + | Like most nations, The problem comes in endgame from needing tools to combat other players’ super combatants. Pans are a powerhouse, but winning with Oceania at the late game requires specing out your pretender and a lot of Bootstaping for late-game fights. |
=====The Break Down===== | =====The Break Down===== | ||
====Infantrstructier==== | ====Infantrstructier==== | ||
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====Ritual==== | ====Ritual==== | ||
- | * ??Tidal Wave?? - (Evocation 9 {{path> | + | |
+ | * ??Mother Oak?? - (Enchantment 5 {{path> | ||
+ | * ??Gift of Health?? (Enchantment 7 {{path> | ||
+ | | ||
* ??Voice of Tiamat?? - (conjuration 5 {{path> | * ??Voice of Tiamat?? - (conjuration 5 {{path> | ||
- | * ??Call the Worm That Walks?? - (Thaumaturgy 8 {{path> | ||
- | * ??Faery Trod?? | ||
* ??Faerie Court?? - (Conjuration 8 {{path> | * ??Faerie Court?? - (Conjuration 8 {{path> | ||
- | * ??Mother Oak?? - (Enchantment 5 {{path> | + | * ??Beckoning?? - (Thaumaturgy 6 {{path> |
+ | * ?? | ||
* ?? | * ?? | ||
- | * ?? | ||
**Don' | **Don' | ||
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At Thum 8, When **??Lure of the Deep??** is up, Sirens are 50 Gold {{gold}} cheaper. Including another -10 for each point of turmoil {{turmoil}} in the fort, a siren will cost 70 to 50 gold {{gold}} to recruit. This enchantment makes them super cheap research monkeys at late-mid game, but that would be a pointless goal as obtaining better mages are a higher priority at that point. | At Thum 8, When **??Lure of the Deep??** is up, Sirens are 50 Gold {{gold}} cheaper. Including another -10 for each point of turmoil {{turmoil}} in the fort, a siren will cost 70 to 50 gold {{gold}} to recruit. This enchantment makes them super cheap research monkeys at late-mid game, but that would be a pointless goal as obtaining better mages are a higher priority at that point. | ||
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====Combat==== | ====Combat==== | ||
As an underwater Nature nation, ??Foul Vapores?? is readily available as a board clearing option. Your troops don’t have poison resistance(you do get ??Poison ward?? before Vapores) but so do the non-undead underwater nations.\\ | As an underwater Nature nation, ??Foul Vapores?? is readily available as a board clearing option. Your troops don’t have poison resistance(you do get ??Poison ward?? before Vapores) but so do the non-undead underwater nations.\\ | ||
- | All spell your nation can cast can be done by Capricorns. In landform or transformed, | + | All spell your nation can cast can be done by Capricorns. In landform or transformed, |
* ??Falling Frost?? effective AOE in the cold. | * ??Falling Frost?? effective AOE in the cold. | ||
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* ??Poison Cloud?? is a more concentrated form of ??Foul Vapors??. | * ??Poison Cloud?? is a more concentrated form of ??Foul Vapors??. | ||
* Lots of outs to SCs: ??Bone Melter??, ?? | * Lots of outs to SCs: ??Bone Melter??, ?? | ||
- | * Buff troops with ??Strength of Giants??, ?? | + | * Buff troops with ??Strength of Giants??, ?? |
- | * With Air random and Earth Boots can cast Rain of Stone. Should | + | * With Air random and Earth Boots can cast Rain of Stone. Should |
===Capricorns can thug themselves: | ===Capricorns can thug themselves: | ||
* ??Personal Regeneration?? | * ??Personal Regeneration?? | ||
- | * ??Liquide | + | * ??Liquid |
* ??Quicken Self?? | * ??Quicken Self?? | ||
* ?? | * ?? | ||
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=====Pretender===== | =====Pretender===== | ||
- | You have Capricorns, but nature magic by itself is not a great endgame. Recommend investing on another path. Blood doesn’t work with an immobile underwater, so death is your solution; Liches and Mound Fiends. Also, mixing in nature in the crosspath gives you Lamia Queens | + | As your troops can easily cover expansion, your primary need is having the economy pay for them, speeding up your slower research rate unless there is another water nation your safe with an imprisoned to arrive late game. |
+ | You have Capricorns, but nature magic by itself is not a great endgame. Recommend investing on another path. Blood doesn’t work with an immobile underwater, so death is your solution; Liches and Mound Fiends. Also, mixing in nature in the crosspath gives you Lamia Queens | ||
====Blesses ==== | ====Blesses ==== | ||
- | Only Haliade and the Aphroi are sacred. | + | Only Haliade and the Aphroi are sacred. |
* Berserker and Blood Surge - Greatly improve their attack and prot after charging. | * Berserker and Blood Surge - Greatly improve their attack and prot after charging. | ||
* Mages: Resistances + improved sight + Forecasting/ | * Mages: Resistances + improved sight + Forecasting/ | ||
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+ | =====Raiding===== | ||
+ | Your option is the Higher attrition Ichtysatyr raids or the slightly blessed Hierophont thugs. Ichtysatyr needs big numbers to mob PD while Hierophants are more effective. Put some gear on, Natures are better as they cast Swarm. Hierophant Pairs can take on the majority of PD. The Ichtysatyr stacks have the problem of getting an evocation artillery strike if your are not careful, so pick targets carefully and quickly return to the shadows the next turn. Also a sneaky way of cutting off retreating armies. Capricorns are not strong enough to be Super combatants but are still powerful casters be effective heavy thugs when thoroughly fluffed. | ||
=====Other Nations===== | =====Other Nations===== | ||
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====Other In MA Nations==== | ====Other In MA Nations==== | ||
Your troops improved with the coming of better armour, but this is also an age where everyone else is getting their shit together. The strongest nations live here, Especially the underwater nations. | Your troops improved with the coming of better armour, but this is also an age where everyone else is getting their shit together. The strongest nations live here, Especially the underwater nations. | ||
+ | |||
+ | ====MA Pretender==== | ||
+ | Your two modes in pretender design are Great scales to boost Cataphract along with late-game diversity access. The second is your failure, the crucial before-game diplomacy with the Pelagia, so you have to sacrifice your chances of winning late to go awake just to survive early. | ||
{{tag> | {{tag> |