Eray8
Mortal
posted 26 January 2017 11:39 AM EDT (US)
Guys I can handle all other cultures but only I cant beat Atlenteans. Is not they are so powerful? Is not they are unbalanced? As an Egyptian, I need some advice against this culture. I'm bad at setting villagers and creating a powerful army. How many villagers I need on food-wood-gold and How many Priests, Siege Weapons or War Elephants I need in an army? I need help.
Btw sorry for bad english I'm learning this language new.
Melth
Mortal
posted 18 February 2017 01:41 PM
EDT (US)
3 / 3
An interesting and important thing to remember about the Egyptian vs Atlantean matchup is that both cultures have to rely upon specialized counter-units in the Classical Age and don't unlock their well-rounded units until Heroic.
Make absolutely sure you know which of these weird units are good against each other.
For example, Turmas are on horses but they count as archers rather than cavalry. But actually infantry units of all things have a lot of secret damage bonuses against them.
As Sword of Scarlet and Keyboard both emphasized, your main goal should be getting to Heroic Age quickly. At that point you unlock a lot of great units, god powers, and technologies which will give you a serious advantage.
Here's a rundown on the enemy's Classical Age arsenal that you need to survive to get to Heroic:
1) Murmillos. Murmillos are the only well-rounded unit available to the Atlanteans in Classical. They're probably the best all-around infantry unit in the game until Mythic.
These guys are easy to deal with though because they have to get close to attack and aren't that fast. Axemen will beat these guys easily and are cheaper too.
2) Katapeltes. I don't think he'll use these guys. They only beat cavalry and you don't have any cavalry at all. If he does use them, Axemen will tear them apart but everything else will be solid too.
3) Turmas. Whew. These guys used to be a terror, and even nowadays they're still dangerous. They're only POWERFUL against your slingers, but their high speed means they can outrun and then kill your infantry too. The thing is, Slingers are also super-effective against them. 1v1 a Turma wins, but Slingers are cheaper so this actually isn't a bad matchup for you.
Now I've been assuming your enemy is playing Oranos. If he ISN'T playing Oranos, then his Turmas aren't that fast. In that case, your Spearmen can actually keep up and will crush him if they get close.
4) Cheiroballistae. Weird units. They actually count as siege weapons, but they're only good against infantry. Your only unit which is really strong against them is the Spearman, which is another case of both having bonus damage against the other. In this case, the cost-effectiveness gives you a big advantage here.
5) Prometheans. Weak, slow myth units. 1-2 Priests can safely and easily kill these guys. Your own my
6) Automatons. Weak, slow myth units. Again, a few Priests will be fine. But make sure you kill them! Don't let him walk an injured one to safety.
Now if he's NOT Oranos, then he actually has a weird weakness to Spearmen of all things since they beat Cheiroballistae and Turmas (whose speed they match) and Katapeltes and outrun his Murmillos.
Let's assume he IS Oranos though since that's the worst case scenario. In that case his super-fast Turmas are going to be a big problem and he'll almost certainly come at you with a lot of them. Turmas and Slingers both counter each other, but cost-effectiveness tips things slightly to your side. So be ready with plenty of Slingers if he's Oranos
Here are some other important tips and remarks:
1) You have better myth units. Most Atlantean myth units are complete trash, a lot of Egyptian ones are very strong. Furthermore, ALL the Egyptian classical units are very helpful vs Turmas. Wadjets outrange and outgun them and are very cheap. Anubites and Sphinxes outrun them and can tear them apart.
Meanwhile the Atlanteans will have a hard time beating your myth units. Their heroes are very expensive, and if their hero isn't a Turma then you can just outrun them. If they ARE a Turma, your slingers should be able to kill them easily.
For this reason, I might suggest building a monument early and getting a few myth units to defend your town.
2) You have MAJOR home field advantage. You get free towers and a town center to help you out, which will tip any fight strongly in your favor and gives you a safe zone to retreat to.
Furthermore, you can garrison your injured guys inside towers to protect them.
3) You have MUCH better healing available. If he doesn't go Oceanus, then he can't heal at all. Rescue every one of your injured units you can. Garrison them into a tower or a town center or just run them back. Then you can heal them back up with a priest and they'll be good as new. That's a HUGE advantage that will grow over time.
4) He has Shockwave if he's Oranos. This is the biggest problem you have to overcome really. If he is smart and he sees you have a bunch of Slingers ready for his Turmas, he will Shockwave them just as battle begins and then kill your whole army while they're still stunned and scattered. If that happens, you're at a permanent disadvantage and may never again have the numbers to beat him.
My best advice is to not keep your Slingers in one tiny cluster. Spread them out just a little bit. Maybe two or three groups near each other but not all crowded in. That way he can't Shockwave all of them.
Good luck and practice your micro!