Well well, some events of this week sorta motivated me to bust out my atty a bit.
I wanna quickly share my experiences with you.
I was more of the oranos type, than kronos, but more of this later.
Atlanteans can build TC-s in archaic, so for the sake of efficiency, and so as to get some early game advantage it seemed obvious to me : one vill on TC and one to wall that off in archaic. This is a must.
Also, heroization of vills and oracles seems a logical step to me, oracles for wall preventing, and hero vills for faster build rates.
With a little luck and good raiding you can be 3 Tc vs 1, and have a trade starting at 3:30ish times.
The godpath i use is Prometheus, Theia, Helios. Birds are great for early raiding too, and norse's only answer are fire giants.
The range of possibilities that this fast 160 pop army, the very tough but also short ranged fire siphons, and sky passages give you are insane if you ask me.
With villagers constantly building and grabbing map, you can fortify yourself even while you spread out. I have no idea how to call this, it's like if you were literally everywhere on the map.
Using this early advantage you can deny the enemy trade, and keep his goldmines in your building's firing ranges...
Dryads give you even more of any early advantage, since they are pop-free.
Good matchups for atty are atty and norse. They can be used in limited ways against greek, but the army superiority of greeks will push the atty back, no matter what unit composition he has. The hard counters, except the katapeltes are useless. Heroes cost extra resources, this is insane too.
Destroyers do a very good job even in heavily fortified positions, and accompanied by a few fire siphons they clear out anything. Not to mention their hero variants.
Atty can go beyond his own pop limit by heroising existing troups, which is pretty useful until you start losing units. I advise to do this with building raiding destroyers. The anti myth unit hero would be preferably the murmillo or arcus, for the sake of population efficiency.
I see no way against egyptians. Mercenaries kill your early game advantage, and your buildings die like flowers to those OP siege units. Even though the atty army is superior, eggy will always have an edge, namely mercs. It's going to need very constructive work and high skill for anyone to find a way to beat em.
Sky passages are perhaps the saviour of oranos, i would simply go kronos if those werent there.
I can't help but think that sky passages are superior to time shifting, because the closest thing to it is the uw. All know what that can be used for, except you need time to build a sky passage. Still it's instant army placement, so you can switch fronts easily.
This is what i have for you now, express your thoughts please.
I wanna quickly share my experiences with you.
I was more of the oranos type, than kronos, but more of this later.
Atlanteans can build TC-s in archaic, so for the sake of efficiency, and so as to get some early game advantage it seemed obvious to me : one vill on TC and one to wall that off in archaic. This is a must.
Also, heroization of vills and oracles seems a logical step to me, oracles for wall preventing, and hero vills for faster build rates.
With a little luck and good raiding you can be 3 Tc vs 1, and have a trade starting at 3:30ish times.
The godpath i use is Prometheus, Theia, Helios. Birds are great for early raiding too, and norse's only answer are fire giants.
The range of possibilities that this fast 160 pop army, the very tough but also short ranged fire siphons, and sky passages give you are insane if you ask me.
With villagers constantly building and grabbing map, you can fortify yourself even while you spread out. I have no idea how to call this, it's like if you were literally everywhere on the map.
Using this early advantage you can deny the enemy trade, and keep his goldmines in your building's firing ranges...
Dryads give you even more of any early advantage, since they are pop-free.
Good matchups for atty are atty and norse. They can be used in limited ways against greek, but the army superiority of greeks will push the atty back, no matter what unit composition he has. The hard counters, except the katapeltes are useless. Heroes cost extra resources, this is insane too.
Destroyers do a very good job even in heavily fortified positions, and accompanied by a few fire siphons they clear out anything. Not to mention their hero variants.
Atty can go beyond his own pop limit by heroising existing troups, which is pretty useful until you start losing units. I advise to do this with building raiding destroyers. The anti myth unit hero would be preferably the murmillo or arcus, for the sake of population efficiency.
I see no way against egyptians. Mercenaries kill your early game advantage, and your buildings die like flowers to those OP siege units. Even though the atty army is superior, eggy will always have an edge, namely mercs. It's going to need very constructive work and high skill for anyone to find a way to beat em.
Sky passages are perhaps the saviour of oranos, i would simply go kronos if those werent there.
I can't help but think that sky passages are superior to time shifting, because the closest thing to it is the uw. All know what that can be used for, except you need time to build a sky passage. Still it's instant army placement, so you can switch fronts easily.
This is what i have for you now, express your thoughts please.