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Topic Subject: ~~ Shifting Sands (and Villager Rush) Guide ~~
posted 24 September 2007 01:48 PM EDT (US)   
~~~~~~~~~~~~~~~~~~~~~~~~~
GUIDE TO


~~~~~~~~~~~~~~~~~~~~~~~~~


Age of Mythology Version: Age of Mythology: The Titans (1.03)
Guide Version: 1.03 (04/03/08)


I decided to write this guide as I had some free time last week and think that Shifting Sands is one of the most versatile God Powers in the game. It can have more devastating effects than some Heroic or even Mythic Age God Powers if used particularly well. This has nothing to do with winning Guide of the Month...


Who can get Shifting Sands?

Shifting Sands is the God Power of the Egyptian Classical Minor God Ptah. Ptah can be worshipped by those playing the Major Gods Ra and Set. As most of you know, I am a Ra player so the majority of this guide will probably be biased to what he can do with the God Power, but most of the information and uses should apply to both Ra and Set. Set can actually use it more easily (with Vision), but Ra has access to Rocs, so both have one or two exclusive strategies.


Shifting Sands Statistics

What does Shifting Sands actually do, you might be asking?

- Instantly transports all allied units, up to 250HP of enemy villagers/caravans and up to 1000HP of enemy military units within 5 range from one area of the map to another.

The following units are not affected:

- Ships
- Bronzed Units

That is a short list, so this God Power has a lot of potential uses. The fact that it doesn’t work on Bronzed Units is probably a bug, but likely not one that hinders game play in any significant way.


How can Shifting Sands be used?

This is obviously the primary section of the guide. I’ll split up the various uses of Shifting Sands that I can think of – you will probably have seen some or even all of these being used in recorded games or live games, but hopefully you can pick up something from the guide that you didn’t know before, be it a strategy, or just tips on how to actually perform a strategy you already know more efficiently.

(1) Villager Rush

This is the most direct, risky and hilarious use of Shifting Sands. It will also be the longest section since it requires its own Build Order and discussion of its effectiveness and tips for different opponents. Most people know what this is, so I’ll just start with a general Build Order for both Ra and Set. Set can actually perform the rush quicker because he doesn’t have to research Skin of the Rhino.

Set Build Order

- 7 Villagers to hunt. Research Hunting Dogs ASAP. Pharaoh empowers food, Priest goes to scout and convert animals.
- 2-3 Villagers to gold.
- Villager builds house, then monument, then Temple, then to gold.
- All villagers to food until you have at least 550 Food. Click Advance (choose Ptah).
- Send all villagers to gold, and Pharaoh to empower Gold. Use 3-4 villagers to make 2 houses and then go back to gold. Start making Priests and use Pharaoh to summon Apes, but make sure you will have 400 Gold ready to build a Town Centre after you’ve finish Advancing. If you have some spare Gold, make a couple of mercenaries.
- Use Vision on enemy base, and shift all of your Villagers, Animals, Mercenaries, Priests and Pharaoh next to their Town Centre. Use Mercenaries, some Animals and Villagers on the Town Centre, and use some Animals, Pharaoh and Priests on enemy villagers. Auto-queue villagers at your home Town Centre.

Ra Build Order

- 7 Villagers to hunt. Research Hunting Dogs ASAP. Pharaoh empowers food, send Priest to scout around your base (you’re mainly looking for one or two Town Centres and a nearby source of food), then send him to the enemy’s base (as soon as you find any of their buildings, run away and hide so they don’t find you. Don’t worry about going too far away).
- 2-3 Villagers to gold.
- Villager builds house, then monument, then Temple, then to gold.
- All villagers to food until you have at least 600 Food and 5 Favour. Research Skin of the Rhino. Move your Pharaoh to the Town Centre to research it faster. Send all villagers to gold.
- Start making Priests (use the first one you make to Empower the Temple to get them out faster), but make sure you will have 400 Gold ready to build a Town Centre.
- Advance under Ptah as soon as Skin of the Rhino is researched, and move your Pharaoh to empower Gold. If you have some spare Gold, make a couple of mercenaries after advancing.
- Use 3-4 villagers to make 2 houses and then go back to gold.
- You need to move the Priest to their Town Centre, but if you move him too early he’ll die. You’ll need practice to get the timing right, but you want to be able to shift within 5s of advancing. Move him towards their town and shift as soon as you have LOSs adjacent to the Town Centre. Shift all of your Villagers, Wadjet, Mercenaries, Priests and Pharaoh next to their Town Centre. Use Mercenaries and Villagers on the Town Centre, and use your Pharaoh and Priests on enemy villagers. Auto-queue villagers at your home Town Centre.

Now, both strategies converge:

- Build a Town Centre once theirs is down. Empower with Pharaoh to get it up more quickly (70% quicker in fact). Once the Town Centre is up, get Villagers working on the enemy gold mine, herdables etc. Start auto-queuing villagers at your new Town Centre when you can. If you think the enemy will not resign, make a couple of Barracks and start pumping Spearmen to track down enemy villagers. Get a Priest to build Obelisks everywhere, especially near all of the Town Centres. Now it is just a matter of finding and killing as many villagers as possible – as long as you track each free Town Centre, he can never have a better economy than you. Also, if you feel they might get enough resources to rebuild, use a few villagers to take out all of their free towers in case they upgrade them – it won’t take long to kill all four.

Do not make the mistake of using all of your villagers to track down enemy military buildings if they are rebuilding – if they manage to hold you off with a small military force, you are dead. Instead, just keep your ~20 villagers and gather food and gold, and spam Spearmen to chase down enemy villagers. If they have no villagers and no Town Centre, they are dead. If you see them starting to make a Town Centre, attack the villagers building it before taking down the foundation.

Why use Shifting Sands in this way?

This strategy is basically do or die. The point is to win the game early against opponents who don’t expect the strategy, or don’t know what to do to combat it. The general idea is to use Shifting Sands to transport all of your Villagers, Animals, free Wadjet, Pharaoh, Priests and Mercenaries to your enemy’s Town Centre, destroy it, and build your own on top of it. Your economy will be screwed up, but hopefully the opponent will either resign or be so crippled without a Town Centre that you will be able to beat them easily. It is not as effective as Ra because although the main attack is stronger (uber villagers are harder to counter than animals, considering your main foes are Villagers, Myth Units and Heroes), the main attack is also done slightly later. However, this may also mean it’s more of a surprise. Only practise will tell.

Which Civilisations should I perform this against?

This strategy was probably designed to be used against Atlanteans – it works well against them because of their weak Town Centres, weak Villagers (in combat) and weak free Myth Unit. Gaia’s lush can cause problems because you will not be able to immediately build a Town Centre. The best thing to do in this case is to destroy any buildings whose lush covers the Town Centre (or Towers if there are none) with your Villagers while using your Priests/Wadjet/Pharaoh to track down enemy Villagers. Remember, Atlantean villagers are slow, so use this to your advantage.

I do like using this strategy against Norse. It doesn’t work against a Loki Rusher who attacks before you get a chance to Shift your troops - but as long as he doesn't attack until after you've Shifted, you'll be fine. He might start taking out buildings in your base, but because of his early Advance and poor economy, he will not survive after his Town Centre goes down. If you ever have to abandon a Villager Rush, it can be a real pain because your economy will be screwed (too much Gold, not enough of anything else) and it will be hard to combat normally. Anyway, this strategy works awesomely against Norse. Once their Town Centre is down and you’ve built on top of it, all that remains is to track down their Ox Carts. If you destroy them all, they have no economy – and even if they have enough Wood and Gold for a Town Centre, you should have them all covered with an Obelisk, so they simply cannot win.

This strategy is far harder to perform against other Egyptians (free Towers, Mercenaries, Priests), Hades (Sentinels, +25% Building HP, Heroes and possible Restoration) or Zeus (Bolt, Heroes and Restoration/Ceasefire). Poseidon can also be difficult because of the possible Ceasefire and Heroes. For Ceasefire, they might use it straight away and start making Barracks and units, or they could use it just before the Town Centre is razed so they can spend the minute repairing it. Anyway, it is not impossible, however, to Villager Rush these civilisations (see the third recorded game below). The thing to remember is that some opponents will persevere and survive, whereas some will be so annoyed or not know what to do so they will resign straight away. Sometimes it is easy to defeat Isis with it, and very hard to beat an Oranos. It all depends on the personality and skill of the opponent.

Also, a Villager Rush is very hard to pull off on low hunt maps. On Oasis, I would hardly ever do it. On Mediterranean, you could send a villager and Priest to make a Dock and two fishing ships before the Priest goes scouting (instead of getting Hunting Dogs), but you’ll still get a fairly rubbish advance time. It works best on high hunt maps.

What should I do if it doesn’t work?

Well, 95% of the time, you’re dead. If you fail to raze their Town Centre (because of cleverly microed archers for example), then you have almost no chance. If they send their villagers to attack yours, pick them off with your Priests/Pharaoh/Wadjet, and use a small group of villagers that are under attack to fight back – they will have to hit each villager once to try to stop you attacking the Town Centre, so if you focus fire and kill them one by one you’ll be fine. Once the Town Centre is down, just kill their villagers if they are still attacking you. If almost all of their villagers die they will resign anyway, no matter if you have 2 Town Centres or not.

The Build Orders are useful, but a Recorded Game would be even better...

RECORDED GAME (Set vs Poseidon)

RECORDED GAME (Ra vs Oranos)

RECORDED GAME (Ra vs Isis)


(2) Simple Villager Transport

This is a simple one. Basically, if you find your gold miners are idle, and the nearest gold mine is very far away, but you need gold fast, then you can use Shifting Sands to send them all to the new mine instantly (you need LOS though, so use a Mercenary or any nearby unit). This is good in games with a lot going on (so you need a lot of micro for military), and you can’t see any better use for the God Power.

(3) Anti-Raid Villager Transport

Shifting Sands can be a life saver in this situation. If your gold miners (or hunting party) are under attack by a raiding force and they have no protection, you can simply shift them to safety – either a Town Centre, or even another hunting patch or gold mine. Remember all of your units will be shifted but only a few of theirs, so after shifting use your villagers to kill the units that came with you, then continue working. Sorted – raid foiled.

(4) Aggressive Villager Transport

This is a great tactic in some situations – for example, you’ve fully switched to trade and you have a lot of spare miners. Sure, some of them can build Towers, but you still have a lot left. Use Shifting Sands to transport them behind enemy lines, and erect Towers near their Market to harass their trade route, or, on a map like Watering Hole, you could shift them to one side of their main town and set up a military base there. Attacking from two fronts is always useful – even if one army is only attacking their economy.

(5) Aggressive Army Transport

This is again fairly obvious – you can use Shifting Sands to perform a surprise attack on an enemy camp. If you see their army moving away from their forward base for example, or you see enemy villagers creating a second base, you can shift all (or most) of your main army to take the base out usually before help arrives. Another use is to shift a group of Chariots to a location that will trap enemy Villagers, effectively killing them all. However, this is not that hard to do without Shifting Sands (even without Rocs), so it would be a bit of a waste.

(6) Defensive Army Transport

This is very useful if you’re in a jam – you see an enemy army converging on a vulnerable spot, while your army is busy elsewhere. Shift your entire army to that spot to foil an enemy plan to sneakily attack you from behind.

(7) Operation Save the Roc

This is a Ra-only strategy (unless it’s a team game and you know your team mate well enough to know what is in his Roc). Yep, you might think that a Roc drop of a large raiding party (say 10 Chariots and 2 Petsuchos) is a genius idea, and it is...unless you are caught. If you run into a group of Toxotes or Towers and your Roc is seriously in danger of dying, do not be afraid to use Shifting Sands to get him to safety (even if it’s just the quickest place you could think of before he died). This is a bit risky because if you get it too late, you lose a Roc full of expensive units plus a God Power. And yes, all subsequent lesser-thought-of strategies have an Operation name.

(8) Operation Trap the Bad Guys

Another funny tactic, but cannot be used very often. It involves teleporting a chunk of an enemy army to a place where they are no longer a threat. The best example is a cliff on Alfheim. Your opponent will either have to delete them or have them take up population space (better for you). Of course, this doesn’t work against a player that has access to Rocs. Other areas could be a little prison with walls made of trees and...walls. They will escape, but perhaps in the time it takes them to rejoin their army, you have already taken some advantage from it. If the prison is placed strategically, perhaps some of them can be picked off with a few Towers or a Migdol. Most useful against a rusher – losing 6 or 7 Hersir at 7:00 can give you enough time to take out some houses or a Longhouse in a Hersir rusher’s forward base. Other places to teleport the enemy units are in the centre Oasis on an Oasis map, the opposite side to the main action on Mediterranean, or a plateau on Ghost Lake.



(9) Operation Bye, Bye Villagers

Similar to the above, but teleporting enemy villagers into a pre-made prison. It is a shame that you can only teleport 250HP’s worth of villagers though (3 Villagers or 1 Atlantean Citizen), because if it was more you could trap lots of enemy villagers in a prison and then use Locust Swarm (as Ra) to eliminate them all. As it stands, this is probably the worst use of Shifting Sands. If the prison was near a tower, you basically get an insta-kill of 3 enemy Villagers. But then you could do that with 2 Chariots really. I can’t really think of a situation where it would be a better use of the God Power than any of the other uses listed here, but leaving it out would be a bit pointless.

(10) Operation Herdable Stealage

This is another funny strategy. Works best on high herdable maps like Mediterranean, Oasis or Tundra (although it isn’t really devastating on Tundra unless it is coupled with heavy hunt raiding). I don't know whether sheep/goats/cows count as military or economic units (or neither), but because of their low HP, you always get all of them in an area. As an example, on Oasis you should send your Pharaoh to find herdables at the beginning, and once you reach Classical you could send him to their Town Centre, and teleport some of their Herdables (and probably Villagers) to your base. You starve them of food at a vital stage, and kill 2 or 3 Villagers in the process. This strategy is extremely lame, so should be used to maximum effect against Oranos or Thor . Won’t work against Isis though



(11) Operation Untouchable Siege

This is a Set-only strategy, unless as Ra you went Sekhmet. It’s also a strategy that only works on Alfheim (or perhaps on Ghost Lake, but less effectively). This can be pretty cool if you get a lucky map. You can gather a group of 4-6 Catapults, and shift them onto an Alfheim cliff or Ghost Lake plateau and just wreak havoc before the enemy reacts – all they can use is other Siege or Archers, both of which will take a while to destroy them all, which means you will have time to destroy a couple of Fortresses or Barracks. If the map is really nice to you, you’ll be able to get in range of an enemy Town Centre, which can turn the tide of a battle (losing 20 population hurts). Of course, if you are Ra and went Hathor, this is a waste of a God Power because you could do the same multiple times with a Roc.



(12) Operation Wonder/Titan Smash
This is probably one of the most common uses of Shifting Sands – transporting Siege and an army near to an enemy Wonder or Titan Gate before it is built. This is usually easy to do – use a Roc or Phoenix to get LOS if you have either, otherwise use a couple of Chariots or Camels to get there. As Ra, this also works well in combination with Locust Swarm to stop Villagers building or repairing. As Set, you could use Meteor just before your last units die if your attempt is unsuccessful. Tornado does the same for Ra.



(12) Operation Population Boost
This is the sneakiest use of Shifting Sands. Transport a group of your Villagers to an unclaimed Town Centre behind enemy lines, and take the Town Centre before the enemy even realises where you transported to. You'll of course need Line of Sight to transport there in the first place, maybe from an Obelisk or Roc. Of course you could do this with a Roc, but if you travel through anywhere that they have Line of Sight to, you may be caught and lose a lot of Villagers. You'll probably want to teleport your Pharaoh or at least a Ra Priest along with your Villagers in order to get the Town Centre up as fast as possible.

They will figure it out where you are eventually, or if not they'll start scouting foggy parts of the map, but you should have enough time to claim the Town Centre and perhaps get a Migdol or a few Seige Works up so you can harass your enemy's economy or main base from behind (whilst also having 40 more population than him, assuming you didn't lose any of your 3 Town Centres). Don't forget to make Mercenaries if your Town Centre gets attacked - and at the same time get your main army and march in to his unprotected forward base and start dealing damage.


So Ptah is a great God then?

Well, not great, but very good. I won’t spend long on this as it hasn’t got much to do with Shifting Sands, but it does show that the chances of a Ra or Set player having Shifting Sands in a game is good. Let’s compare:

Bast

Bast’s Myth Unit is better, easily. Two upgrades, plus bonus damage vs Buildings is far more useful than the ranged attack and useless regeneration of the Wadjet (which also is superseded by the Petsuchos if Hathor is later chosen). Bast’s two economic technologies are good, there’s no denying that, but compared to -33% Farm Cost, Ptah is the better choice in most situations. Ptah’s Barracks Upgrades come in handy against rushers, or when combined with Horus late-game. Eclipse is only really good when used on Ancestors or a Titan. In other cases, its effects are not that noticeable. For Ra, the choice is fairly equal. Ptah is better in 1vs1 games and against rushers in general, and against other FHers or in team games, Bast is a nice choice for the possibility of an Eclipsed Titan and the long-term economic boost.

Anubis

I really don’t like Anubis. His Myth Unit is a big “meh” – jumping is a poor imitation of that quality known as “ranged” that other Myth Units, such as the Wadjet, posses. +10% Monument Favour Rate is nice, but wouldn’t be noticed that much in a game. The Spearmen technology is good, but Ptah has two Barracks technologies. God Power is an easy choice – except on water, Plague at Serpents is a bad God Power. Set players choosing Anubis is fairly rare in my experience, Ptah is better in most situations.


Closing Words

Remember the best thing about Shifting Sands is its surprise element. If you can shock your opponent into not knowing what to do for a few seconds, that is a few seconds where you can wreak havoc. Never think a use of Shifting Sands is a waste – saving a group of villagers or killing/trapping a few of their army units is a perfectly valid use of this God Power. The list of situations where this God Power is wasted is small – just use it when you need it or suddenly think you can get a quick advantage from using one of the strategies above.


I will likely update some of the pictures if I get a real-world (i.e. not created in the Editor) example in a game I play in the near future. As always, all suggestions and feedback are welcome!

Take my love, take my land, take me where I cannot stand.
I don't care, I'm still free, you can't take the sky from me.
Take me out to the black, tell them I ain't comin' back.
Burn the land and boil the sea, you can't take the sky from me.
There's no place I can be, since I found Serenity.
But you can't take the sky from me...

[This message has been edited by DragonQ (edited 03-04-2008 @ 03:37 PM).]

Replies:
posted 24 September 2007 02:22 PM EDT (US)     1 / 30  
Great guide and thanks for the vil rush BO!
(7) Operation Save the Roc
LOL, the best operation name
posted 24 September 2007 03:28 PM EDT (US)     2 / 30  
(and Villager Rush) Guide
WHAT IS THE WORLD COMING TO!!!!!!!!!

Aren't the uses of Rocs extremly common sense?

Honestly, you can be extremly creative with SS as a SeT player. (I should know XD)

Thank God SCII finally has a release date but it so so damn far away...
ESO Name: AoTH_ZoOkEePeR
posted 24 September 2007 03:45 PM EDT (US)     3 / 30  
I didn't discuss the uses of Rocs. Shifting Sands is not only instant, but is one-use, so should be carefully used. I wasn't going to put Villager Rush in the title, but that bit does take up half of the guide lol.

Take my love, take my land, take me where I cannot stand.
I don't care, I'm still free, you can't take the sky from me.
Take me out to the black, tell them I ain't comin' back.
Burn the land and boil the sea, you can't take the sky from me.
There's no place I can be, since I found Serenity.
But you can't take the sky from me...
posted 24 September 2007 03:50 PM EDT (US)     4 / 30  
I'm gonna have to vill rush an awful lot of people from now on xD

My grandmother slaps harder than the Agra Fort shoots. And she's dead. ~ Ender_Ward

By the same token, if I attempt to operate the mouse using nothing but my butt-cheeks, micro will also come down to "luck." ~ Beatnikjoe
posted 24 September 2007 03:52 PM EDT (US)     5 / 30  
Actually a VERY great guide, I already thoroughly understood the extent of SS (and villager rushes) but it is still good to see a guide for it, for those who are less experienced in the matter.

And for the who it is used for,

you should just change it to say do not perform vs. other greks, and the only egyptian to whom this can be used against is ra (set gets animals too fast and isis has monuments) but obviously its hard to perform...


also, it would be nice to state that this is very great against a loki rusher, as they will forward build you, only to be screwed over by your attack. (it takes ~7~ minutes to get enough hersir to take down the TC, you should be able to execute before then).
posted 24 September 2007 03:59 PM EDT (US)     6 / 30  
Nice job DragonQ.

posted 24 September 2007 04:17 PM EDT (US)     7 / 30  
Thank you, Shanky boy!
you should just change it to say do not perform vs. other greks, and the only egyptian to whom this can be used against is ra (set gets animals too fast and isis has monuments) but obviously its hard to perform...
Well, as my recorded game shows, it's never impossible. But not advisable at least.

Take my love, take my land, take me where I cannot stand.
I don't care, I'm still free, you can't take the sky from me.
Take me out to the black, tell them I ain't comin' back.
Burn the land and boil the sea, you can't take the sky from me.
There's no place I can be, since I found Serenity.
But you can't take the sky from me...
posted 24 September 2007 04:27 PM EDT (US)     8 / 30  
Shanky
WTF?11

Thank God SCII finally has a release date but it so so damn far away...
ESO Name: AoTH_ZoOkEePeR
posted 24 September 2007 05:54 PM EDT (US)     9 / 30  
I though trapping units on top of cliffs was considered abuse. I've heard several clan players say this, but I don't know if it's seen upon in the same way as hunt delete..

ESO names: Ancient_Caboose, Ancient_CaboZeus
posted 24 September 2007 06:06 PM EDT (US)     10 / 30  
Never heard anyone complain of it before. Surely using a God Power to trap a few enemy units is fine? Hunting Deletion is lame because anyone can do it and it doesn't "cost" anything, and is far more devastating than trapping a few units from an army.

Take my love, take my land, take me where I cannot stand.
I don't care, I'm still free, you can't take the sky from me.
Take me out to the black, tell them I ain't comin' back.
Burn the land and boil the sea, you can't take the sky from me.
There's no place I can be, since I found Serenity.
But you can't take the sky from me...
posted 24 September 2007 06:34 PM EDT (US)     11 / 30  
Velite one time massed 5 sphinx against me as isis, and we all know the vast cost of sphinx. I saw them coming and knew i had nothing near that could counter then, so i SS some sphinx onto the cliffon alfiem. (I GOT 3)!!!!!!!!!

Velite then resigned.

Thank God SCII finally has a release date but it so so damn far away...
ESO Name: AoTH_ZoOkEePeR
posted 24 September 2007 07:06 PM EDT (US)     12 / 30  
Great guide. A lot of work put into it, very well put together. However you missed one point is the dock SS villagers.

You advance early and SS your villagers priest/pharoah/MU to opponents dock and start taking down his second dock (make sure he doesn't get it up) then you go for his main one. After that build towers near his gold and go from there. While this is happening, make kebinets from your starting dock. Not that great of a strat, but it is surprising and works at all levels due to surprise factor
posted 25 September 2007 03:57 AM EDT (US)     13 / 30  
The best guide that I have read in a long time for a fact.

Darkness is a state of mind
Valor is the contempt of Death and Pain. (Tacitus)
Problems worthy of attack prove their worth by hitting back. (Piet Hein)
posted 25 September 2007 12:17 PM EDT (US)     14 / 30  
You dont even have operation SoO insta-kill?
posted 25 September 2007 01:00 PM EDT (US)     15 / 30  
Well I never thought of it - uses can be added whenever I want so it's not a problem. How would that work then? Just shift all of your units behind the enemy meatshield to hack him down quickly? There may be a problem with that since there is a minimum distance between the original location and the new location (I didn't mention that in the guide since I don't know how far it is, nor how to find out). But, if you've done it, it's a valid strategy.

Take my love, take my land, take me where I cannot stand.
I don't care, I'm still free, you can't take the sky from me.
Take me out to the black, tell them I ain't comin' back.
Burn the land and boil the sea, you can't take the sky from me.
There's no place I can be, since I found Serenity.
But you can't take the sky from me...
posted 25 September 2007 01:15 PM EDT (US)     16 / 30  
You shift the Son Of Osiris into a prison of walls, and focus fire him with archer/building fire.
posted 25 September 2007 01:29 PM EDT (US)     17 / 30  
Oh right. Bit risky since he is unlikely to be alone and Shifting Sands might choose not to shift him, but other units near by.

Take my love, take my land, take me where I cannot stand.
I don't care, I'm still free, you can't take the sky from me.
Take me out to the black, tell them I ain't comin' back.
Burn the land and boil the sea, you can't take the sky from me.
There's no place I can be, since I found Serenity.
But you can't take the sky from me...
posted 25 September 2007 05:18 PM EDT (US)     18 / 30  
Great Guide, especially the Villie Rush section which is quite possibly the most amusing stat to do.
The best thing to do with any enemy SoO (assuming they do not have acess to Roc's), is to use Shifting Sands to move him to a cliff on Alfheim and laugh at your enemy, who is most likely yelling abuse at you.
posted 25 September 2007 05:24 PM EDT (US)     19 / 30  
The only people who go osiris as Ra's. Ra's almost always go hathor, therefore, they will have acsess to rocs.

Thank God SCII finally has a release date but it so so damn far away...
ESO Name: AoTH_ZoOkEePeR
posted 25 September 2007 05:51 PM EDT (US)     20 / 30  
Yeah I know its not likey, but occasionally an Isis may go Osiris rather than Thoth.
posted 25 September 2007 06:05 PM EDT (US)     21 / 30  
I am really confused - I played 4 rated games in a row, and my rating ended up as 1683. I play an Advanced game, looked at my rating, and it was 1653. Looks like I just misread it the first time, but since 3 of those 4 rated games were wins, it's unlikely that I'd only be 1653. O_o

Take my love, take my land, take me where I cannot stand.
I don't care, I'm still free, you can't take the sky from me.
Take me out to the black, tell them I ain't comin' back.
Burn the land and boil the sea, you can't take the sky from me.
There's no place I can be, since I found Serenity.
But you can't take the sky from me...
posted 25 September 2007 06:43 PM EDT (US)     22 / 30  
only ones who go Osiris are Ra
not true.

It depends on who the isis is facing...

lol.

Sorry just had to point that out. =]


I would commonly expect isis vs zeus (after going hathor for the later usage of rocs) to go osiris simply to be able to counter those mini-titans (by mummies)..
posted 26 September 2007 04:07 AM EDT (US)     23 / 30  
Never heard anyone complain of it before. Surely using a God Power to trap a few enemy units is fine? Hunting Deletion is lame because anyone can do it and it doesn't "cost" anything, and is far more devastating than trapping a few units from an army.
Well, can you imagine what it means losing 1000 hp worth of units in an early classical battle? The Eggy can simply train a spearman rush army. A smart opponent will have an army of his own, but when this early army is reduced by 1000 hp worth of units, then the spearmen army can overrun the rest with ease and simply kill the enemy base np. Remember that the larger army has the far lesser losses, so killing the remainder of the enemy army will take place at virtually zero losses for the Eggy. Non-Eggies have no upgraded towers yet that early and will be easy prey for the rush.

Killing a lot of enemy combat units is pretty much equivalent to Aphrodite's Curse power. But that is a heroic age god power and cannot be used before the enemy has had time to get firmly into the game! Having a classical age GP that can do the same in the form of an early-classical rush is far more devastating.

Darkness is a state of mind
Valor is the contempt of Death and Pain. (Tacitus)
Problems worthy of attack prove their worth by hitting back. (Piet Hein)
posted 26 September 2007 07:02 AM EDT (US)     24 / 30  
Well there we go - for a Classical Age God Power, it can be very powerful. Still not as lame as Hunting Deletion...

I've thought of another strategy plus a fact about Shifting Sands that I'll add later.

Take my love, take my land, take me where I cannot stand.
I don't care, I'm still free, you can't take the sky from me.
Take me out to the black, tell them I ain't comin' back.
Burn the land and boil the sea, you can't take the sky from me.
There's no place I can be, since I found Serenity.
But you can't take the sky from me...
posted 27 September 2007 08:04 PM EDT (US)     25 / 30  
I still find it abusive. Shifting Sands allows you to "kill" 1000 hp of his units. For a classical god power that is quite overpowered! Aphrodite's Curse is only half as powerful! Only turns 500 hp of units into pigs (so Xentelian says, but it's not 1000 anyway).

ESO names: Ancient_Caboose, Ancient_CaboZeus
posted 28 September 2007 07:25 AM EDT (US)     26 / 30  
Well, truth lies in the middle. It is not an abuse in the sense of a hack or bug exploit when you do it. Teleporting the enemy army upon the hill top is a perfectly legitimate use of SS.

That being said, I agree that the game is imbalanced here, as this is simply too strong. But that is not the problem of the player that uses it this way. It is ES' problem who are too lazy to fix it.

In fact it can be similarly strong without hill tops involved. Yesterday I fought against a Ra on Tundra. I built my longhouses close to the center, planted my healing spring there and trained troops. There was also a lot of hunting in the area, so my hunters also worked there, protected by my units. He attacked the place several times with classical Eggy units. I repulsed him and therefore gained the edge in the game, as I controlled the center, lost less units (i.e. lost less resources), slowly accumulated Thor armory ups, and he was nowhere near being heroic age despite being Ra.

Well, he simply did another assault with another inferior army, but this time he spotted my hunting group besides my combat units and teleported them into his home base, along with a few hersirs. He may not have gotten all hunters, but the remainder was useless because he did get my cart. With all his buildings firing at my hunters, their cart and their hersirs, and his army between them and safety, practically none of those that he teleported made it home alive. Since the disappearing of those hersirs weakened my main army, his main army was now able to overpower my troops and overrun the center, claiming my spring in the process. I was quickly unable to replace my losses because my food income had become zero, sealing my defeat.

Teleporting my stuff upon a hill top could hardly have hurt me more than this did.

Darkness is a state of mind
Valor is the contempt of Death and Pain. (Tacitus)
Problems worthy of attack prove their worth by hitting back. (Piet Hein)
posted 28 September 2007 07:49 AM EDT (US)     27 / 30  
I don't think it's a feature ES purposely thought of, just like hunt delete. I mean how could they when it's twice as powerful as a frecking heroic god power! Therefore I find it abusive. It's like walling off a settlement or gold mines completely.

ESO names: Ancient_Caboose, Ancient_CaboZeus

[This message has been edited by Caboose_Nor (edited 09-28-2007 @ 07:50 AM).]

posted 28 September 2007 09:20 AM EDT (US)     28 / 30  
You can't think of it like that. It doesn't kill units, it just teleports them. Teleporting them near a TC or your army will mean most of them will die, but that's why there's a limit on the amount of enemy troops it can transport. Also, when JUST near TC and one or two Towers, most of the units will escape. There needs to be some walls or an army to ensure they all die. This is not necessary with Curse. They obviously just didn't think of the fact that Alfheim and Oasis have areas that cannot be gotten out of (well, Oasis' trap can be chopped down, but it'll be too late anyway).

Take my love, take my land, take me where I cannot stand.
I don't care, I'm still free, you can't take the sky from me.
Take me out to the black, tell them I ain't comin' back.
Burn the land and boil the sea, you can't take the sky from me.
There's no place I can be, since I found Serenity.
But you can't take the sky from me...
posted 28 September 2007 09:42 AM EDT (US)     29 / 30  
"It doesn't kill units"

Stop contradicting yourself. I'm still talking about shifting them to cliffs or inside an oasis. This is what I'm talking about and for the 3rd time: It's abusive.

ESO names: Ancient_Caboose, Ancient_CaboZeus
posted 28 September 2007 09:53 AM EDT (US)     30 / 30  
I was talking about the GP in general, and then followed up with this:
They obviously just didn't think of the fact that Alfheim and Oasis have areas that cannot be gotten out of (well, Oasis' trap can be chopped down, but it'll be too late anyway).
Which is about what you are talking about. You might find it abusive, but there are worse things in the game, even in the Egyptian arsenal. As DaP said, it's not the player's fault, it's ES' fault. I still think it's not as bad as Hunting Deletion, but for both there isn't much point going on about it because nothing can be done.

Take my love, take my land, take me where I cannot stand.
I don't care, I'm still free, you can't take the sky from me.
Take me out to the black, tell them I ain't comin' back.
Burn the land and boil the sea, you can't take the sky from me.
There's no place I can be, since I found Serenity.
But you can't take the sky from me...
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