Omega

From FaitH

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Contents

Overview

The newest addition to The Trinity, Omega is a church filled with raw power. Omega's strong suit lies in its killing power. Often as much as 15% of the opposing army will be slain each week, but 8-10% is more typical. However, the Omegan army also suffers big losses on its own side. The result of such bloody battles is massive gains in both gold pieces and experience points, but fewer Chaos! points than you might imagine from reading this intro. However, upon hitting weak shadow armies and reducing your army's killed %, the Chaos! point gains can be astronomical.

The main reason to pick Omega is for the huge spoils. Run correctly, no other church will match Omega's sheer destructive power. Tolkein is very similar to Omega, but I feel that Omega is stronger and more fun to play. Omega carries the greatest attack to defense ratio (very high attack and very low defense), and has more trample than any other church, when run correctly. You should be out-trampling your opponent's heal each week. This is why so many units are lost on each side. Omega is recommended mostly for War Masters, but of course, it can be successfully run no matter your class. War Master and Omega becomes a great pairing because each the War Master and Omega are the most potent choice of class and church in terms of killing power. Be warned; it is often said that a Wizard who chooses to play Omega is just crying out "hit me, hit me!" and the truth is, you will be attacked often. Omega carries one of the weakest shadow armies in the game, and the typical Wizard is oft a good target as it is.


Start Up

OK, so you're ready to create your account. Choose your class. If it's War Master, you'll probably get the very most out of playing Omega. Your stats and map are class specific and are otherwise up to you. Be sure that you give your "PE" general the Trampling ability.

You start the game with 530 Goblin Grunts, 13 "13's", 150000 gold, and just under 2000 peasants (more peons if starting as a merchant). You also have built in your province 3 Goblin Hideouts, 2 Dark Towers of the Trinity, and 2 Endless Beds.

To begin your reign as an Omegan emperor, build at least 3-4 Goblin Hideouts and send the Goblin Grunts that you began the game with out to explore. (An optimal method of exploring exists, the Exploring section of the wiki.) Train as many Goblin Grunts as you can, as you'll already have extra housing ready for you. You can think about destroying the extra Endless Bed and Enslavement Camp for now, as you won't need the space for some time. It's a little risky, though, because if a Rogue blows one up, they'll begin to flock. Do whichever you're comfortable with.

Set your tax to the max, and you'll want to access your Well of Knowledge (WoK) and place all your stones in Tax Bonus. There's no need to place stones elsewhere right now. There are no ToK's that you will want to build right at the start of the era, except perhaps the lucky charm field if your purpose is to gain as many peasants as possible.

Upon training more Goblin Grunts, keep sending them out to explore. Uncovering hexes reduces your Power Score and gains you experience points. Recovering those chests in your provincial map are worth 60000 gold each, so get them and use the gold to train Goblin Grunts. Goblin Grunts are great units right now, because you will overwhelm your opponent with such a high unit count that he probably can't kill enough of them for you to lose. So try to get as many Goblin Grunts as possible at first. Once you have something between 2000-2800 or so of them, then would be a good time to tack on some Soulless Warriors. If you make it to level 6 before you're forced to drop your white flag, purchase the Soulless Warrior from the unit tree. Train 400 of these if you can afford it, or however many will fit your tight budget this early in the era.

After 48 days, your white flag drops. Once this happens, you should begin to go to war often, and you should never look back. Aggressiveness is the key to being successful at this game. After all, you picked Omega because you like to be aggressive, right? So take your army to war somewhere, and probably for 2 weeks. 1 week isn't worth making the trip, and 3 weeks is risky for a number of reasons. Even if you win all 3 weeks, there's a good chance that week 3 won't be in range. There's always a different reason that it ends up happening. Anyway, hopefully you don't get towered if you go multiple weeks. Don't even try to attack over someone's towers. If you can't attack in a direction that isn't clear, then pick a different emperor to attack. Try to see if you can attack an emperor that you don't think will be active and/or smart enough to build towers once he discovers you're coming. Remember, as a Trinitian, you'll send out attack warnings to your opponent. If you don't have an army commander yet, the attack warning will come from you, personally, to let the opponent know exactly who has launched on them. Otherwise, the warning is automatically sent by the army commander, and the only info the defendant gets is that someone in your kingdom is attacking. For that reason, it is advisable for the king to assign an army commander.

Keep winning wars and building onto your army until you can train Goblin Commanders. Hopefully by now you have at least 800 Soulless Warriors. If you don't, hold off on the Goblin Commanders until you do. It is then that your army needs to undergo major rennovations. Read the next section to learn what to do.

Army Configurations

Of Goblin Commanders and Goblin Grunts

The process of adding Goblin Commanders (GC's) to your army is what makes Omega difficult to play. Many people make the mistake of training way too many GC's, which makes your army weaker than a wet sponge. Thus, knowing how to manage your GC count is critical. Making the initial switch into having tramplers is tough. Here is my advice:

  • Wait until you have 800 SW
  • Save up 150k gold (2-3 good weeks of battle)
  • Build a Goblin Castle
  • Raise your WF
  • Destroy all but 3 Goblin Hideouts
  • Flock away all but 1200 GG
  • Recruit 26 GC

You NEED to get rid of your excess GG in this way. Otherwise you will be stuck with tons of trample but no attack and defense. Your army will suck. From here on out, you should always have (# of GG)/50 + 2 Goblin Commanders. The + 2 is just to be safe... if you ended up not having enough for a war... you would lose horribly.

  • Beware the pitfall of training too many Goblin Commanders. If you've got too many more than you need, the extra ones do essentially nothing other than add to your Power Score.

Your army should be composed of roughly the same number of Goblin Grunts as Soulless Warriors. It's ok to have 400 more of one than the other usually. But don't do something silly like try to have 2000 Goblin Grunts (with the neccessary 40 GC's) and only have like 400 Soulless Warriors. Your attack and defense will stink, and even though you have a lot of trampling, you'll lose badly. Try to add one type of unit, then the other, then the first one, then the other, when you're tacking on units. For example, when you have 1200 Goblin Grunts, 26 Goblin Commanders, and 800 Soulless Warriors, next try to add on 400 Soulless Warriors. The next time you upgrade, you can either add on 400 more Soulless Warriors, or you can add 400 Goblin Grunts and 8 more GC's. Basically, you'll just keep upgrading like this as you're ready to grow in Power Score.

SW vs 13s

There are two ways to think of 13s in an Omegan army:

1. You can just keep them like a happy bonus, and not worry about them when considering your ratio of Goblin Grunts, GC's, and Soulless Warriors.

2. You can think of a 13 as an upgrade to an SW, so add up your number of 13's and Soulless Warriors, and have that total approximately equal your number of Goblin Grunts.

The first method will result in more attack and defense, the second will result in more trampling. Pita uses method #2, and Niels uses a hybrid of the two. In any case, the more 13's Omega has, the merrier. These are very powerful and carry a fairly low Power Score cost of about 16, and essentially, the more you have, the more lean you'll be.

How Many DMoV???

In this section I will talk about Dark Monks of Valaya (DMoV) as they pertain to your Omegan army. This information is unique to this church, so go read the Infinity and Eternity sections for information about DMoV in those churches. As Omega, you'll only want to carry as many DMoV's as you think you'll routinely need to negate towers. If you have Engineering workshops, I suggest 15, otherwise I suggest 20.

Running few DMoV's is risky business, but if you're playing Omega, trust me: it's worth it. "But what about all the healing the Monks could provide me?", you're asking? True, you do get the healing, and it's pretty efficient because of the huge general bonusses, but this is not why you play Omega. You choose Omega to have high attack and trampling, and having a lot of healing essentially reduces those two statistics. The result is a hum-drum type of army that will still probably go around winning, but it won't be focusing on what it should be excelling at. If you want a supremely balanced, optimally powerful army, go play Infinity. Omega is for people who enjoy carnage.

Arranging your Army

Finally, here I'll explain how one goes about arranging their army. Whether you know it or not, how you assign your units to your generals matters. It isn't best just to slap almost everything onto general Omega and leave few units to Eternity and Infinity. You should assign some 13's, Goblin Grunts, and Soulless Warriors to each of these three generals. Roughly 25% of each should go to Infinity, 30% to Eternity, and 45% to Omega. Set aside 100 Goblin Grunts for your "PE" general. So, if you had, say, 400 13's, 1200 Soulless Warriors, and 1200 Goblin Grunts, you would arrange your army as follows:

PE General

  • 15-20 Dark Monks of Valaya (see above)
  • 26 Goblin Commanders
  • 100 Goblin Grunts

Infinity

  • 100 13's
  • 300 Soulless Warriors
  • 275 Goblin Grunts

Eternity

  • 120 13's
  • 360 Soulless Warriors
  • 330 Goblin Grunts

Omega

  • 180 13's
  • 540 Soulless Warriors
  • 495 Goblin Grunts

Remember that this is not an exact science, so don't bring out your calculator every time you arrange your army. Just try to have a few more of each unit on Eternity than Infinity, and a little more of each unit on Omega than Eternity. Use your other generic general for recons, or just leave him at home, I guess.

Hints and Tips

Much of the info in this section is also scattered about the page, but here are some of the things to look out for and some of the characteristics that come with playing Omega.

Omega is arguably the best church at generating big wins in terms of gold pieces and experience points. I have earned 300k gold and more than 3000 experience in a single week of war, and that's without an Endless Purse or Greedy Buddy. Add an Endless Purse and the spell Greedy Buddy to that formula, and toss in a Vault of Gudmund Moonshard, and you'll go from rags to riches. This worked with my War Master, but probably won't work quite as well if you're another class, simply because the War Master with Power Assault and Divine Might carries an edge that other classes simply don't have (well, Joats have Power Assault, I guess). Use this gold to help fund your merchants to buy those all-important easter eggs items from the shops. You'll learn to get a feel for when you think you can gain huge spoils. Usually it comes against another Trinity player.

Beware knocking your opponent out of range for your second week of war if you hit him too hard. This is very possible if you're playing Omega. You won't run into this problem nearly as often if you learn to attack up in your range. Which brings me to my next tip...

Don't be afraid to attack up in your range. Attacking up nets you many more Chaos! points than attacking down in your range, and in the end, earning Chaos! points is all that matters. Way too many people are used to "bottomfeeding", and you really just don't get many Chaos! points at all for doing that. One good win up in your range is worth like 5 wins down in your range, in terms of Chaos! points.

Try to hit shadow armies. This is especially important for Omega in order to gain big Chaos! points. If you understand the Chaos! point formula, then you can see why. Let's say you attacked someone, and you lost 10% of your army and they lost 12%. that makes a 12/10 ratio, or, a 6/5 ratio, which doesn't make for awfully many Chaos! points. However, if you hit their shadow army instead, they may only kill, say, 3% of your army, which makes a 12/3 ratio, or, a 4/1 ratio, which results in a lot more Chaos! points. Combine this tactic with attacking up in your range, and you have the formula for winning eras.

As Omega, you generally won't do well against the right type of Good Celeste army or Kirby army. They just have way too much healing and defense, and if you can't overcome it, you won't have a very good war, if you even win. Try to avoid attacking these churches.

Uh oh... so you did something wrong, and now you have too many Goblin Commanders. Well, if you can recon, you can send up to 10 GC's at once and about 7 of them will die. A handy way to keep your number of GC's in check.

The End Bonus for this church is 400k.

Units

This is a simple list of the units you'll have to work with as an Omegan, and some notes concerning each.


Goblin Grunt (GG)

  • Stats: 2 LR, 2 CR, 2 Def.
  • Cost: 40
  • Time to train: 3 days
  • Ratio: 1 (400 per building)
  • Required Building: Goblin Hideout
  • Building Cost: 12000
  • Time taken to build building: 10 days
  • Notes: This is immediately available to you. You'll have loads of these early on, before you gain Goblin Commanders and begin to add trampling to your army. These are the units you'll use to explore, too.


Soulless Warrior (SW)

  • Stats: 20 LR, 10 CR, 15 Def.
  • Cost: 325
  • Time to train: 10 days
  • Ratio: 1 (400 per building)
  • Required Building: Soulless Mansion
  • Building Cost: 3000
  • Time taken to build building: 10 days
  • Notes: Can be gained on the unit tree at Level 6 for 10000 GP. This unit becomes an addition to your army after your first couple wars, at the very latest. You'll pretty much want your Soulless Warrior count to equal your Goblin Grunt count once you've gained Goblin Commanders and begin to trample.


Goblin Commander (GC)

  • Stats: 0 LR, 0 CR, 19 Def.
  • Cost: 3000
  • Time to train: 16 days
  • Ratio: 3 (133 per building)
  • Required Building: Goblin Castle
  • Building Cost: 40000
  • Time taken to build building: 12 days
  • Notes: Can be gained on the unit tree at Level 11. This unit is what adds trampling to your army. One Goblin Commander covers 50 Goblin Grunts. As long as you have enough Goblin Commanders to control your Goblin Grunts, each Goblin Grunt gains trampling. If you do not have enough Commanders, then NONE of your Goblin Grunts will gain trampling. Always be sure to have enough Commanders to cover your Goblin Grunts.


13

  • Stats: 20 LR, 20 CR, 20 Def.
  • Cost: 6500 (about 16 PS and 9 exp, though)
  • Time to train: 3 days
  • Ratio: 1 (400 per building)
  • Required Building: Endless Bed
  • Building Cost: 12000
  • Time taken to build building: 9 days
  • Notes: You begin with this unit, and exactly 13 of them. How clever. Upon winning an in-range, offensive war, you gain a random number between 1 and 20 13's. This is a powerful unit, but don't spend your precious gold pieces training these, please. I see far too many people train a handful of these at the beginning of the era, when the gold is better spent elsewhere. The common mistake is building these because they should give a lot of experience points when trained, but this is NOT the case. You get a very small amount of experience for training a 13. Generally, for Omega, the more 13's the better; think of them like an upgraded SW.


Dark Monk of Valaya (DMoV)

  • Stats: 0 LR, 0 CR, 25 Def.
  • Cost: 4600
  • Time to train: 10 days
  • Ratio: 3 (133 per building)
  • Required Building: Black Magica Tower
  • Building Cost: 24000
  • Time taken to build building: 12 days
  • Notes: Can be gained at Level 14 on the unit tree for 18000. This unit adds healing to your army and negates towers. Helpful little guy, isn't he? The key to this unit, when playing Omega, is keeping only as many as you need. Truely, you should only be carrying these so you can negate towers. The healing you get is a bonus. More about this in the army composition section.


The Destroyer

  • Stats: 0 LR, 0 CR, 20 Def.
  • Cost: 1500
  • Time to Train: 35 days
  • Ratio: 3 (133 per building)
  • Required Buiding: Trash Heap
  • Building Cost: 20000
  • Time taken to build building: 12 days
  • Notes: Can be bought at Level 15 from the unit tree for 23000. These units aren't terribly helpful to you or your army, but they're pretty detrimental to your opponent; the first week of an offensive battle, only if you win the battle, any destroyers you've brought to the battle will all explode and destroy a building. These carry a pretty high Power Score and cost commitment, and aren't really recommended unless you're just plain mean.


Daughter of Shadow (DoS)

  • Stats: 1 LR, 1 CR, 19 Def.
  • Cost: 325 (but only 8 PS!)
  • Time to train: 3 days
  • Ratio: 1 (400 per building)
  • Required Building: NexuS of Realities
  • Building Cost: 3000
  • Time taken to build building: 20 days
  • Notes: You begin with the ability to train this unit. These units must remain in castle defense. For each 5 Daughters of Shadow you have, you get back 1% of your shadow defense, with a max bonus of 40%. Hence, having 200 DoS will earn you that total of 40% extra shadow defense and a shadow army at 90% effectiveness. If your army was already at home, they just act as normal units. Many people like having DoS, many do not. Personally, I do not like keeping them as a permanent part of my army. Even 90% effectiveness is usually not enough to win a defensive war, so why carry the extra power score? That said, sometimes it is indeed enough to win, but keeping all those DoS around makes for an inefficient offensive army. A simple reinforce shadow army spell from a Wizard or JoaT can provide almost the same protection, at no Power Score cost. The building adds very little Power Score, so maybe consider keeping an empty one around in case you do decide you want to be able to train 200 DoS on a moments notice.

Generals

Omega has three generals. Below is the list of them that are unique to this church. Previous research suggests that there is an optimal way to arrange your army to your generals in order to pack the greatest punch. Each of the following three generals should have 13's, Goblin Grunts, and Soulless Warriors assigned to each of them. More on exactly how to arrange your army to your generals in the army composition section. In total, these generals provide a 17% bonus to both trample and heal! (Additionally, you have your PE general for even more bonusses.) As with all churches, these trample and heal bonuses are absent when it comes to your shadow army; you simply don't get them. Omega depends on General bonuses. This is part of the reason why Omega's shadow army is particularily weak.

Infinity

Infinity is bought from the unit tree at Level 3 for 5000. He has Godhood I, which gives your army a 5% bonus on both healing and trampling.

Eternity

Eternity can be purchased at Level 8 from the unit tree for 12000. She also carries Godhood I. Again, that's a 5% bonus on all your healing and trampling.

Omega

Omega has to wait until Level 17 on the unit tree, and costs 35000. He has Godhood II, which is a 7% bonus on both healing and trampling.