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Baalz said:
@QM: Yes, the kelp fortress is a nice boon (if you don't also happen to be playing with very difficult research. :/ ), and they've got a couple decent options for fairly rapid expansion against indies. The problem is, what then? And it doesn't start when they try to leave the water, it starts as soon as any amount of research is done. Even if you luck into a couple kelp fortresses very early and leverage it into a redneck rush I can't see you having any chance against the second nation you fight with, assuming reasonable skill levels all around. You've just got nothing to back up your troops (which while not terrible, aren't great), and not even anything to look forward to as research progresses. If you consider the situation out of water this goes from terrible to absolutely ridiculous.
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As far as underwater combat, your mages can hold their own. I mean, you can do shark attacks, foul vapors, charm, living water and water strike in a pinch. I agree getting far above water takes a rather large component of luck.