![]() Slow strategic movement on land hampers their long term usefulness away from the coasts. Likely a solid arm of any amphibious raiding force, Turtle Warriors set to Fire Closest can be synergized with Wave Warriors. Use these in your amphibious armies if you expect to go up against lots of archers. Turtle Warrior Gold 11, Resources 9 HP:10 Sz:2 Att:10 Def:11 Str:10 Prot:8 Prec:10 MR:12 Mor:11 Enc:5 Move:1 AP:20 Amphibious medium shield troops. One small upside is they get MM-2 on land, though light-infantry indies will likely make a better mobile force. Wields spear and net, which tends to nicely blunt the first enemy charge. Merman Gold 10, Resources 1 HP:10 Sz:2 Att:10 Def:10 Str:10 Prot:1 Prec:10 MR:12 Mor:10 Enc:3 Move:1 AP:22 Amphibious unarmored chaff that entangles its target for its first attack. Amber Clan Guard Gold 12, Resources 34 HP:16 Sz:2 Att:12 Def:12 Str:13 Prot:16 Prec:10 MR:12 Mor:12 Enc:7 Move:1 AP:18 Not much of an improvement over the Oceaniac Soldier, but substantially higher resource cost. Oceanic Soldier Gold 10, Resources 20 HP:15 Sz:2 Att:11 Def:12 Str:12 Prot:15 Prec:10 MR:12 Mor:11 Enc:7 Move:1 AP:16 Basically a heavily armed and armored version of the Oceaniac Triton. With the right buffs these guys start looking like real good chaff. That’s a pretty decent increase for a chaff unit at the same price. #Deminion key wizards lizard plusThis guy has 50% more hp, 20% more strength and 1 more MR plus higher attack and morale. Look closely, this is not the same unit as the indy tritons anyone can recruit. Oceaniac Triton Gold 10, Resources 1 HP:15 Sz:2 Att:11 Def:10 Str:12 Prot:1 Prec:10 MR:12 Mor:11 Enc:3 Move:1 AP:20 Underwater-only chaff trooper with a spear. You really need to find some good indies once you get on dry land. On dry land only indie troops and commanders are available to hire, with the exception of Turtle Warriors and Turtle Chiefs available inside coastal forts. One of the downsides of Oceana is their units and commanders are only available in underwater provinces with a fort. Even if you do establish a footprint, your terrestrial troops are unimpressive, so expansion will likely be a challenge. If you're in a smaller ocean, you'll need to establish a defensible land footprint soon, or you'll be in big trouble. If you're in a large ocean with good magic sites, you can conquer the ocean, turtle up, start your own clam and fever-fetish economies, and have some chance at keeping up with your terrestrial competition. Your success will mostly be determined by your starting position. Given your difficulties getting on land, the game is likely to be a long haul for you. ![]() ![]() You may want an amphibian combat pretender to help with early expansion (which is often slow given the limited options underwater) and with coming ashore. ![]() Things get a lot harder when you want to crawl ashore, as you well then need to use merfolk (with only 10 hitpoints and either unimpressive defense or unimpressive protection). Your tritons provide a sturdy ocean-only expansion force with 15+ hitpoints and good protection.
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