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Old July 8th, 2008, 02:55 PM
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Default Re: Thoughts on balancing MA Oceania

Baalz,

Thank you for taking the trouble to test my suggested scenario. Adding the Oceana Tritons does seem to swing the result decidedly to EA Oceana's favour for the reason you stated.

Even though I do expect MA Oceania to lose on a fair fight (since their knights are amphibious and has steath underwater while KotD are water only - otherwise MA Oceania would be too strong) I expected the results to be closer. Did the MA Oceania knights have weak EW blesses in your test? They do need E4W4 to be effective - at least to stay alive if not to kill the KotD.

Also, were the MA troops killed in combat or while routing? If it were the latter scripting one bishop fish to cast sermon of courage from turn4 might change the result somewhat.

Another factor that would make the fight more even would be to have a few mages casting tangled vine (I believe it works underwater but correct me if I am wrong). Both sides can do this but it has a more adverse effect on KotD.

BTW, the situation on Test1 can be avoided if half of the bishop fish are placed on the perimeter of the other priests scripted to cast holy avenger on turn one (at the cost of reducing 5-6 smite attempts)

Ultimately I think the conclusion depends on the result of the tests. If EA Oceania still wins hansomely (and consistantly) after taking the above into account, then I accept your position.

As to your reservations, I shall address them in the same order you wrote them:

1. I cannot comment directly on relative cost effectiveness as I do not know how exactly you planned your expansion. In my experience 4-5 knights (one turn's recruitment based on O3P3 scale) with W4E4 bless is sufficient to take over most indie provinces with no loss - although I usually go for a little overkill/insurance in case the scouting report is inaccurate. This compares favourably with most other nations, especially those without a heavy bless. I have found that having the early knights survive and gain three or four stars is a noticable asset, contributing to their cost effectiveness. Against R'lyeh I would simply add a large number of chaff, strategically placed, so that regardless of their script few mindblasts actually target the knights or key commanders. Even when they do, if I win the battle the knights usually survive(I only play SP so maybe you can highlight any nasty surprise that I am not aware of).

2. I agree that it is a major handicap for MA Oceania, but not necessary a crippling one given its advantage in early expansion and clamming ability. I tend to think in terms of having one castle less than what you really have. Since the chance of getting free castles under water seems much higher than on land, it is not too bad. Look at it another way, if MA Oceania can achieve battlefield equality without such a handicap, then it would be too strong.

3. I had assume that all water nations would have trouble expanding on land, except for raiding, until late in the game - certainly well into middle game. If one waits until Maelstrom is up, then the gem cost is no problem at all. Bear in mind that you get your H3 for only 120G, so even 120G and 10 gems is still reasonable cost compared with most other nations. I have always though that water nations cannot (and should not) win on land in an equal fight. they need to cripple their opponent's econonmy and then win on superior numbers. Please let me know if I am missing your point.

4. I have never played MP (or indeed any game across era's) and can only accept your statement. Against a WS KotD strategy one do need to adjust and maybe counter with mermage spamming tangle vine. This reservation should not on its own make MA Oceania unplayable.

5. I agree wholeheartedly that bishop fish is an early to mid game strategy (However, they are not wasted later on as they ensure you have high dominon spread and can still be an effective support force). Early to mid game is the key to a successful MA Oceania strategy. MA Oceania need to leverage on its good start and be aggressive early to conquer the sea (and even some land) before its opponents have enough research for effective battle mages. Having stealth under water is an important advantage for its main fighting forces as it is easier for you pick your fights where you want them.

I confess I do not have much experience with end game strategy with MA Oceania because against the AI it is one of the easiest nation to play and I usually win long before the end game - so boring that I stop playing them. I guess they can rely on the typical water nation raiding strategy so aptly described in you Atlantian guide (or a variation of it) to go on land. It is true that they have nothing as effective as the Atlantian Kings. They are not completely helpless though and can get access to Niefel Flames through Sea Kings and Water Queens and boosters. However, MA Oceania should have superiority in gold and gem income and so can compensate for quality with quantity. If the enemy concentrates its forces, spead yours out and attack where they are not and destroy their economy. If they spread theirs, concentrate yours and hit them one by one - but I am sure you know about all these.
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