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ancient mythology war/ peace between romans greeks altanteans and egyptians
 
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 Altantean units

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Croc the egyptain ruler
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Croc the egyptain ruler


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class : Holy phaoroh and servant of Ra
Registration date : 2009-01-30

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Altantean units Empty
PostSubject: Altantean units   Altantean units Icon_minitimeFri Jan 30, 2009 10:24 pm

Atlantean Citizen - Detailed information / In-depth Analysis
The Atlantean Citizen is accompanied by a donkey. This donkey will act as a personal resource dropping point for the citizen, which allows them to be better economically, then the other civilizations; similar to the Palmyran villagers of AoE:RoR. However, though they are economically efficient, they cost 3x as much as a normal villager and train far slower as well.






Oracle - Detailed information
The Oracle is the Atlantean scout. However, it doesn't work like a normal scout does. While moving, the Oracle has almost no LOS. However, as it stands still, its LOS increases until it reaches a point; a very large radius.







Llama Caravan - Detailed information
Caravans gather gold by making a trip between a market and a friendly town center. They are a good way of gaining gold once you have exhausted your gold mines.







Katapeltes - Detailed information
The Katapeltes is the main infantry counter against cavalry. Although the Murmillo is also strong against cavalry, the Katapeltes is far more specialized, and thus is far weaker against archers, as well as other infantry.







Turma - Detailed information
The Turma is a cavalry archer only good against other archers. It is very much like the Egyptian slinger, though far more mobile. Their mobility could in theory be useful for raiding, as it can be; however, the Turma has such low hack armor and attack that using them for that purpose wouldn't be very effective








Chieroballista - Detailed information
The Chieroballista is a siege unit which can work excellent against buildings and infantry, but poorly against cavalry. Similar to the Norse Ballista, it is more of a 'anti-personnel' weapon than a siege engine. Interestingly enough, it is the only straightforward infantry counter in Classical, the Atlanteans get their human archer unit (Arcus) in Heroic. Massed, Chieroballistas and their hail of bolts can mow down infantry, though the quick-moving cavalry can usually cut them down if unguarded.









Murmillo - Detailed information
The Murmillo is the Atlanteans' general infantry unit. It can serve as a cavalry counter, but the Murmillo is a fairly well-rounded infantry unit. It is effective against infantry and does adequately against archers.







Arcus - Detailed information
The Arcus is a very powerful archer, with a relatively dirt-cheap price and huge base range of 20. Other archer units with comparable ranges - Chariot Archer & Gastraphetes - are considerably more expensive than the Arcus. The great range let's them mow down infantry units, though they're fairly weak against Cavalry due to their low hitpoints and armor. You could say they're the British Longbowmen of Age of Mythology.









Contarius - Detailed information
The general heavy cavalry unit for the Atlanteans. It has a decent speed, a high attack & armor, and is particularly effective against archers. The Contarius is the Atlantean's best shock troop, due to its speed, attack, and armor.









Destroyer - Detailed information
The destroyer is an anti-building unit that is weak against other infantry. Rather slow, the Destroyer has substantial pierce armor, so it can stand withstand even strong hails of arrows. As a result, they're at least somewhat strong against archers, but quite weak against infantry units; the Destroyer's hack armor just doesn't stand up against infantry.









Fanatic - Detailed information
The Fanatic fights very well against infantry, but is quite susceptible to archer fire. The Fanatic acts as your general melee infantry counter, but it is only trainable in the Mythic Age.






Fire Siphon - Detailed information
The Fire Siphon is a siege unit with high pierce armor, high attack, but almost no hack armor. As its main attack, it shoots fire, and is quite effective against buildings. In other words, one or two fire siphons can burn a building to smoldering pile of ashes in no time, faster than most any other siege unit.









Fishing Ship - Detailed information
Fishing Boats gather food from fish patches in the ocean. Like farms, fish patches are infinite, but only one fish boat can use one fish patch. Fishing is a cheaper (and once you get the two upgrades for it, much faster) source of food than farming, but harder to defend from enemies.









Transport Ship - Detailed information
Transport ships carry land units over water. They are easily destroyed if not escorted by friendly units, and will lose their precious cargo if sunk.









Bireme - Detailed information
The most basic ship of the Atlantean fleet; an arrow ship. It effectively counters ramming ships quite well.









Fire Ship - Detailed information
This ship takes the place of the ram ship in the Atlantean fleet. Like that of its RoR and AoK counterparts, this ship will have to close in on its victim to let loose its stream of fire to destroy it.








Siege Bireme - Detailed information
The Siege Bireme is the Atlantean's siege ship. It not only counters arrow ships, but is also effective at taking out shoreline fortifications due to its long range and high attack.





Carnivora - Detailed information
Upon using the Carnivora God Power, the Carnivora plant appears, ready to attack units and kill when necessarily. Mostly used defensively, the Carnivora plant can be placed both on land and in water; However, it isn't very strong, and can be killed easily if used offensively.








Dryad - Detailed information
The Dryad is a unit created at the Hesperides tree, which is used primarily for defence against enemy attackers. Fast, fairly cheap, and respectable fighters, they can do quite a lot of harm on mortal units; However, you may only be able to create five Dryads at a time.









Tartarian Spawn - Detailed information
Tartarian Spawn are a strong, devestating gang of wolves that emerge from the Tartarian Gate, (after casting the Tartarian God Power), and re-emerge once killed. With a fairly high attack, high hitpoints, and a quick speed, the Tartarian Spawn can cause havoc if placed effectively. Usually used offensively, Tartarian Spawn are usually effective against a wide range of mortal units, buildings and myth units. Although, if the Tartarian Gate is destroyed the Tartarian Spawn stop re-emerging. Though you have casted the Tartarian God Power, the Tartarian Spawn are not controlled by any player, and are liable to kill your units if you get too close to them.
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