Line 40: | Line 40: | ||
=== Strategy A === | === Strategy A === | ||
==== Scale Design ==== | ==== Scale Design ==== | ||
Definitely take cold 3. The ice armor of your troops becomes better the colder it is. | |||
==== Pretender Design ==== | ==== Pretender Design ==== | ||
==== Expansion ==== | ==== Expansion ==== | ||
==== Research Order ==== | ==== Research Order ==== |
Revision as of 18:46, 21 May 2007
In the Late Age, the Kingdom of Atlantis has fallen. In the chaos a number of Atlantians have fled to a forgotten coast of bone and ice and forged a sacred pact with a forgotten god. Atlantis has turned to the magics of necromancy and frost. They are ruled by the Angakut shamans who wield powers over death and ice. The banished Seraphs of Caelum were coerced to give up the secrets of ice weapons and now the Atlantian armies march forth clad in ice and furs.
Overview
National Features
Units
- Unit
- Gold x, Resources y
- Description
Commanders
Angakok
sacred Gold 350, Resources 1
Angakok are capital only mages/commanders. They have water 3, death 2 and holy 2 magic. They have a 100% chance at getting either an extra level in air, water, earth or death magic and another 10% chance to get another level in either air, water, earth or death.
Angakoks are have pretty good stats, 50% cold resistance and powerful magic. Falling frost, shadow blast make them good combat mages. Outside of combat they can summon powerful creatures.
Angakoks are amphibious and have sailing. Sailing in itself, depending on the map, gives armies great mobility. Sailing has a nice synergy with being amphibious as sailing works from underwater provinces, meaning that you can attack an enemy shore province from 2 provinces away. With this combination, depending on map, underwater armies led by angakoks can threaten a ridiculous amount of shore provinces.
Angakoks, like other LA atlantis national troops, have map move 2, something most amphibious creatures don't have, meaning that they can move two friendly provinces inward from an underwater provinces. Use this mobility to surprise your enemies.
Heroes
Starting Sites
The Coast of Ice and Bones Gives 3 water gems and 1 death gem each turn.
National Spells
National Summons
Monster fish
Conjuration Level 0; requires 3 water magic; 10 water gems
Summons a size 6 monster fish which has swallow whole as an attack. This attack is AOE 1 and does double damage against smaller creatures. With it's 25 strength this will deal round 50 damage to anything smaller the monster fish strikes at. Probably killing it.
Strategies
Strategy A
Scale Design
Definitely take cold 3. The ice armor of your troops becomes better the colder it is.