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Old September 23rd, 2007, 04:52 PM

Evilhomer Evilhomer is offline
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Default LA marignon guide

I cannot find any good guide on LA marignon so I figured I would write one myself. Hopefully people will add enough feedback to make it decent. I'm no veteran on this specific nation, just played them a couple of mp games, but I will try my best. Note that it will be a work in progress and I will add more when time permits.
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Units:
crossbowman(10g/8r): Best unit available for recruiting. Good damage, and they can perform fair even in melee. These should be the unit you recruit most frequently.

swordsman/Halbardier/Pikeneer/Man at arms: All decent variations, with similar stats. I prefer the man at arms, since it has a shield, they perform well as meat shields for your crossbowmens.

Flagellants(10g/4r): Some people swear by flagellants with something like a f9s9 bless. I personally don't like that idea. To invest that heavily into sacred unit that dies like flies seems pointless. They will be massacred by your crossbowmen and they all have afflictions. No thanks.

Royal guard (50g/49r): Decent cavalry for those special needs (flanking/taking out commanders etc). Don't build many however, crossbowmen should be your core unit.

Commanders
Scout/spy/assassin - Basic scout/spy/assassin, not much to add, you know what these do.

Missionary(60g/1r) - A basic national priest, with one key difference. It has sailing, so it can be brought overseas.

Inqusitor/High Inqusitor - High level priest, especially good at preaching against enemy faiths. The high inquisitor also has H3, so it's good to use if you are going for a bless build (divine bless).

Diabolist(80g/1r) - A cheap blood hunter . Key unit you will be mass producing later on.

Goetic master(190g/1r)- Sacred mage, 2f+ (fire arrows etc), and strong in blood (you will get a bunch with 3+ in blood). Overall a very good mage.

Captain(75g/6r) - Commander with sailing.

Chartmaker(70g/2r)- You can build this guy without a laboratory. If you have a lab you have better commanders available.

Royal Navigator(150g/2r) - Good for site searching in astral and air. Later on I tend to empower a few in blood to spam Infernal tempest. A nice mage to have but I seldom have more than a few.

Admiral(100g/6r) - Similar to the captain, a bit more expensive, but can command 2x the troops.
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Specific summons
Conjuration tree - Will cover these later. They are all really good if you have the astral gems to summon them up. Usually I prefer to go up the blood tree instead so I tend to neglect these for a while.

Bind Harlequin(1 blood) - Jebus these are a waste of mage time to summon. Get them if you are really desperate.

Reascendance(88 blood) - Excellent SCs or backup mages. If I remember correctly they have 3D3F3B. They are actually more cost efficient than the standard ice devils/arch devils (in the role as SC fighters). A script like phoenix pyre/soul vortex/etc works best. There are no limit to how many you can summon either.
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Design:
Build 1: Baphomet, dom 9 -F9S9
order: 3 - I like order, gold is always nice
Sloth: 3 - Well flaggies don't take much production
Heat: 3 - Would ideally like to avoid it, but we need the points.
Growth: 3 - I really like to have growth 3 since it offsets the damage done by blood hunting.
Misfortune: 2 - My usual setting for this scale.
Magic: 1 - Should allow for a rapid research

Comment:I would not recommend this build, but it deserves to be mentioned for a couple of reasons. It will allow you to build decent flagies early on that can dish out damage. It will also allow all conj summons later on. Also a pretender with S9 in late game is very nice to have. I would still not recommend it since it's alot of design points, and in my opinion flaggies are not that great.

Build 2: Awake cyclops, dom 10 -earth 4
Order: 3
Productivity: 3 - massing alot of crossbow men for a maximum expansion rate
Heat: 3
Growth: 0
Misfortune: 2
Drain: 2

Comment: Excellent early game, the cyclops should be able to expand on turn 1, if you send it into a forest province. The powerful early game should be turnable into a strong late game with heavy blood dependency. Also you should be able to start a blood stone economy and with your pretender setting up the forge can be a viable plan. You will have a harder time accessing high level astral spells however.
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Much more comming up.....soon
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