View Full Version : Favorite Marignon bless effects?
fahdiz
March 25th, 2004, 05:35 PM
Just out of curiosity, I thought I'd ask what your favorite bless effects are for Marignon, and why you like them so much.
Personally, I like either Water 9 or Air 9.
Water 9: because it helps your Flagellants live a wee bit longer, and that Quickness effect is devastating when conferred on Knights of the Chalice.
Air 9: simply because it keeps the Flagellants from dying when your billions of Crossbowmen lay into the enemy ranks.
Your thoughts? Fun combinations which are a bit "unusual"?
archaeolept
March 25th, 2004, 05:52 PM
the trouble w/ flags is that they are so junky you need to invest a heck of a lot in bless effects to make them viable.
Water9 is always great, but usually the most expensive. Fire9 is easier to get, and gives them a serious punch, but they still die like flies. Astral 9 is very nice, especially if you may be going up against hordes of norfleet's Squiddies.
PrinzMegaherz
March 26th, 2004, 11:12 AM
I go with fire 9.
I think it suits the Marignon theme best.
CayseP
March 26th, 2004, 11:40 AM
I second fire 9. It is both thematic and allows your pretender to be a holy burninator from day 1 with the "Holy Pyre" spell. Then I usually split my troops up into either x-bow/magic ranged squads or pike/flaggelant/chalice mêlée squads. Because you have access to elite intelligence gatheres, it is (mostly) easy to pick the fights best suited for the specific type of troops...
Peter Ebbesen
March 26th, 2004, 12:17 PM
I like using a Virtue with air 9. It just seems so appropriate.
It also means that you fire straight into melee with you excellent crossbowmen without slaughtering your Flagellants or expensive Knights of the Chalice and that you can use mass-damaging air spells like wrathful skies without electrocuting your own forces.
Jondifool
March 26th, 2004, 03:20 PM
in another topic I have asked the question if flaggelants gets 2 fire attacks with there flails? I haven't got an sure answer yet. But if they do, it really means that they get twice as much as everyone else from this blessing.
If not this makes fire a strong option then the fire blessing must be underpowered. And I am not sure thats the case!
but doesn't this disqusion also depends alot upon if you intend to use knights or flaggies?
Gandalf Parker
March 26th, 2004, 03:40 PM
Originally posted by Wauthan:
I second using a Virtue Pretender but I push the blesseffect all the way to 10. Knights of the Chalice are very tough and backed by massive numbers of crossbowmen there's little to stand in their way. They even get the cheap flagellants to tie up the infantery while 5x10 crossbowmen rain bolts on their heads. Since lightningdamage is reduced I craft such items for the support commanders.
Marignon can get a really good advantage in the early game using this blesseffect. <font size="2" face="sans-serif, arial, verdana">Try a mass of flagellants up front with "hold and attack closest". Masses of crossbows to each side of that with orders to shoot closest, set them just slightly farther back than the flagellants so that the flags are the primary thing the enemy will hit. Setting the crossbows off to the side does alot to reduce damage to your own troops from friendly fire. Then set knights way off further to the sides with one group told to attack archers and the other group told to attack rearmost. Add a mass of blessings to that, actually any combination you want, and its pretty impressive. Oh yeah, mages should be set off to the sides also so that they fire throwing hits more enemy than it does your own guys. You can set them fairly forward with cast/cast/cast/cast/cast/stay-at-rear for a drop-back safety move
[ March 26, 2004, 13:41: Message edited by: Gandalf Parker ]
rabelais
March 26th, 2004, 03:45 PM
Big Flaming Head.
Fire 9 astral 9.
Almost economical enough for MP.
And your flagellants are almost effective, even if not really survivable.
maybe if you pick up some indy druids.(Protection?)
Rabe the Self-Scourger
mivayan
March 26th, 2004, 05:45 PM
Originally posted by Jondifool:
in another topic I have asked the question if flaggelants gets 2 fire attacks with there flails? I haven't got an sure answer yet. But if they do, it really means that they get twice as much as everyone else from this blessing.
<font size="2" face="sans-serif, arial, verdana">They get one fire attack for each flail, as do others with two attacks like abysian lava warriors and pangean white centaurs.
fahdiz
March 26th, 2004, 05:57 PM
Originally posted by rabelais:
Big Flaming Head.
Fire 9 astral 9.
Almost economical enough for MP.
And your flagellants are almost effective, even if not really survivable.
maybe if you pick up some indy druids.(Protection?)<font size="2" face="sans-serif, arial, verdana">I love the Baphomet. http://forum.shrapnelgames.com/images/icons/icon7.gif I tried the dual-bless strategy you've mentioned about a week ago in an SP game and was pretty impressed with the results.
I suppose you could get a similar thing going with the Phoenix and Fire 9/Air 9, although it wouldn't be as economical. Maybe I'll give that a go this weekend, and see how it plays.
[ March 26, 2004, 15:58: Message edited by: fahdiz ]
tinkthank
March 26th, 2004, 11:54 PM
Im sort of an economical conservative -- I go with Air 5 on a Virtue, which gives me a nice starting scales and dominion value. The blessing is nothing to yell about, but it's still 30%, and it costs next to nothing. But then again I never go 9 with air since I rarely need SR.
Wauthan
March 27th, 2004, 02:59 AM
I second using a Virtue Pretender but I push the blesseffect all the way to 10. Knights of the Chalice are very tough and backed by massive numbers of crossbowmen there's little to stand in their way. They even get the cheap flagellants to tie up the infantery while 5x10 crossbowmen rain bolts on their heads. Since lightningdamage is reduced I craft such items for the support commanders.
Marignon can get a really good advantage in the early game using this blesseffect.
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