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-Katalpeltes are 5 more food than Murmillo but have a greater bonus against calvary, as Murmillo are more well rounded and a small boost against Infantry. So if an Egyptian player spam Elephant Calvary, Katapeltes are most capable to take them out, better than Murmillo.
-Turmas are the Peltasts of the Atlantean Army, and did you know they have a bonus against Throwing Axemen? Turmas are an Anti-Archer with the ability to meet them on the ranged zone, so if your opponent sits behind their Toxotes and behind a wall, your Turmas are the one for the job. Plus, they'll get a free Medium Improvement Heroic Age.
-Cheiroballista is a SEIGE weapon that is highly effective against Infantry and Ships. And with it's large LOS it can take down large groups of Infantry with relative ease and make a good counter against Norsemen early game, espcially if you have walls. And in a Water game, they can help guard the coast when you don't have Towers avaiable.
-Contarius are actually, one of the worst calvary, in my opinion, in this game. They have a VERY weak armor and don't have the HP to make up for it, making it able for Archers to pick them off as well. Contarius are my typical Gaia strategy, but I just end up going for Fanatics late game and ditching the calvary.
-Destroyers are INFANTRY. They only attack with Hack damage with a bonus against building that is still just that. They have a high Pierce Armor, but watch out for the Hack Attacks with a bonus against Infantry, such as Fanatics, Throwing Axemen and even Fire Giants will tear it's HP down. Fire Siphons are Crush attack, and make it the most effective against buildings and ESPCIALLY walls. Though the Fire Siphon does begin to lose a lot of it's luster to the Destroyer for the reasons you've listed.
Rheia is NOT a Hero-favoring God. That would be Hyperion's area with his Mythic Rejuvination and Prometheus' support to reduce their cost. A little extra favor really favors Myth units and mythological researches. This makes Oranos the BEST Hero making Gods with his passive effect to increase the speed of human soliders, with Prometheus and Hyperion to back up his armies.
First though, when I said Rheia was hero-focused I meant that her techs could allow the mass-production of powerful Arcus heroes. But now that I think of it claiming she's focused on heroes was silly on my part. Favor trickle still helps.
Kalas countering elephants wasn't something I considered, and is a good point considering how powerful they are late-game.
I've never really had a problem with the Contarius except their cost, but I can see the benefit of Turma over them if they have such a wide range of units they counter. Being the only ranged cavalry archer counter would open up a lot of options, I imagine. I think I don't like to use them as much because I like food-based units more than wood/gold-based units. I'm a bad wood gatherer so I avoid wood units...
That's probably why I avoid Cheiroballista and Fire Siphons too. Lack of wood. But I do admit, both of those units are fun to play around with. Especially Fire Siphons with Helios.
One thing I hadn't considered about them is how diverse the army can get. Right out of Classic you can get nearly double the army composition of any other civ. Add in heroes and myth units and it'd be a powerful army that could conter anything. I don't knowif that happens in mid/high level play, but an army utilizing all available Atlantean units would be more interesting and difficult to counter than the typical Mercenary/Hersir/Hoplite rush.
I recommend DO gather wood. Because late game after purchasing all your upgrades, you want atleast 10 farmers and a good market trade and still gather wood because the Atlanteans emphasize their building usage (Oranos for Sky Passages, Kronos to Teleport, Gaia to keep her city in lush, or to build next to an unclaimed settlements so the enemy can't run up and take it under her Lush and ALL OF THEM to purchase Farms and build more Town Centers) If you're not gathering wood, it best be because you have none left to safetly obtain.
Atlanteans favor those who boom, as when you hold on to large stockpiles, you can afford upgrades, while taking in as much as you put out, leaving a lot of room for spending as you go into battle. And the major downside and Atllantean Minor Gods offer almost no real military benefits and NOTHING economicly. Okeanus supports 2 infantry who, late game should be nixxed in favor of Fanatics. Theia supports 'Cavlvary' but Atlateans only have 1 and it's very weak in defenses. As for Rhiea, her support for Hack Armor means very little when those Arcus and Turma's shouls be killing anything before it even get's close enough.
Fanatics are great unit. Sometimes I play Atlantean just to use them. I also have to start using Cheiroballista for boat defense since I haven't done that before.
Even if I were decent with Atlantean I'd probably still favor Egypt because I just cannot stand Atalantean minor god selection. All Egyptian choices are golden in my opinion, both major and minor, but Atlantean... That's an entirely different discussion though.
Atlanteans also have the ugliest cities and least interesting mythology, though that's my personal preference.
If you like, I can teach you in Atlantean Strategies as Defenses is my specialty. I'm a Turtle-Boomer, but I namely just play AI.
Speaking of water-based, Atlanteans always disappointed me in the water department. For a water civ. they sure are sub-par compared to the Norse (three times the ship techs and Jormund Elver Brood) and Greek (more techs and Hera's crabs), and even Egyptian with the Leviathan. All Atlantean get are Servants, Nereids, and Man o' Wars, which are tied to gods with questionable use (Oceanus is OK, so's Helios because he has some water support). A shame.
I don't really play AoM all that much, but when I do Atlanteans tend to be the most annoying (even though I play against AI for fun), so occasional tips would be nice.