Hi All,
I'm about mid-way through a very warlike game playing the Amurites. Starting settings were Big and Small, normal size, standard speed, with ~4-5 extra civs (a total of 12, I find one or two always get trounced early by the barbs and I try to balance that by making the world crowded). Of the 5 civs on my continent that survived the barbs, I was sandwiched between Clan Embers and the Doviello. Needless to say, the first ~150 turns was constant war with these two until I finally prevailed. After that, I had a big army and firebows (took bowyers from an Iron object event so got them very early) so I decided to go ahead and take out Cassiel and Beeri Brawl as well to consolidate my continent.
So only about 5 turns after I finish off Beeri, the other continent declares war on me. I mean, the _entire_ continent ! Over there, the Malakim have managed to vassalize the Elohim, Losfjar, and Hippus as well as build the Mercurian gate. They've got a tech lead on me and have created lots of heroes (Baron Duin, etc..), and I've got ~8 wizards around 50 xp with lots of open promotions available (and a big variety of mana nodes), a poopload of Fire2/Mobility Firebows and about 30 cities. My continent extends from the north to south poles, with ice blocking any possible passage, meaning I have to defend two long, separate coastlines.
Now I am trying to come up with strategies to defend against an intercontinental invasion. I know there is one recent thread that says it will never come, but I'm still interested in ideas for making use of my unique Amurite units.
My basic plan is to set up picket lines of ships to provide early warning, and spacing stacks of wizard+mobility firebows between cities for a shifting land defense. My real question is what sort of pain can I inflict on an incoming fleet? I don't think I can spam enough navy to actually take out stack defenders (currently researching astro, but my opponents have had it for a while) so I am hoping to see if I can magic a fleet to down until my frigates have decent odds. Two possibilities are waterwalking+fireball or waterwalking+maelstrom for some collateral damage from my wizards. Any thoughts on which may work better? Also, can you cast spells from ships? Specifically, can I load ships with firebows and have them launch fireballs? (maybe a fun little worldbuilder project for someone to test).
Any other fun ideas out there for naval action?
thanks!
I'm about mid-way through a very warlike game playing the Amurites. Starting settings were Big and Small, normal size, standard speed, with ~4-5 extra civs (a total of 12, I find one or two always get trounced early by the barbs and I try to balance that by making the world crowded). Of the 5 civs on my continent that survived the barbs, I was sandwiched between Clan Embers and the Doviello. Needless to say, the first ~150 turns was constant war with these two until I finally prevailed. After that, I had a big army and firebows (took bowyers from an Iron object event so got them very early) so I decided to go ahead and take out Cassiel and Beeri Brawl as well to consolidate my continent.
So only about 5 turns after I finish off Beeri, the other continent declares war on me. I mean, the _entire_ continent ! Over there, the Malakim have managed to vassalize the Elohim, Losfjar, and Hippus as well as build the Mercurian gate. They've got a tech lead on me and have created lots of heroes (Baron Duin, etc..), and I've got ~8 wizards around 50 xp with lots of open promotions available (and a big variety of mana nodes), a poopload of Fire2/Mobility Firebows and about 30 cities. My continent extends from the north to south poles, with ice blocking any possible passage, meaning I have to defend two long, separate coastlines.
Now I am trying to come up with strategies to defend against an intercontinental invasion. I know there is one recent thread that says it will never come, but I'm still interested in ideas for making use of my unique Amurite units.
My basic plan is to set up picket lines of ships to provide early warning, and spacing stacks of wizard+mobility firebows between cities for a shifting land defense. My real question is what sort of pain can I inflict on an incoming fleet? I don't think I can spam enough navy to actually take out stack defenders (currently researching astro, but my opponents have had it for a while) so I am hoping to see if I can magic a fleet to down until my frigates have decent odds. Two possibilities are waterwalking+fireball or waterwalking+maelstrom for some collateral damage from my wizards. Any thoughts on which may work better? Also, can you cast spells from ships? Specifically, can I load ships with firebows and have them launch fireballs? (maybe a fun little worldbuilder project for someone to test).
Any other fun ideas out there for naval action?
thanks!