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February 4th, 2004, 09:11 AM
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Re: Flagellant Atral 9 blessing
Twisted Fate helps your Flag's immensely. Though if you are adverse to just the Twisted Fate aspect, you might look at a semi-decent Air Blessing in order to stop all arrowfire. Though you are still going to run into the problem of having no armor and being chewed up by most other units out there.
Flags with a 9 Water blessing are decent, but I would more than likely stick to a Fire 9 Blessing so they are able to punch through most armors and hit a bit of the time. Use them as flankers and stopgap units, not as standard troops. Only use them if you need a powerful flank but don't mind taking a significant loss for it.
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February 4th, 2004, 09:44 AM
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Major General
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Join Date: Oct 2003
Location: Crystal Tokyo
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Re: Flagellant Atral 9 blessing
In the combat sim, the best Flagellant blessing is Water 9, and the best dual is Water 9/Astral 9. Of course, that's melee only, and in a fight that has many projectiles you'll find Astral 9 or Air 9 to be more useful than Water.
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February 4th, 2004, 09:54 AM
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First Lieutenant
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Join Date: Jan 2004
Location: Berlin, Germany
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Re: Flagellant Atral 9 blessing
In my opinion the best blessed troops are these from pythium:
Battle Vestal
Water 9
Fire 9
Astral 9
Pretender: Oracle
Dominion: 9
luck 1 and the rest to the bad 3 (heat 3)
Thist troops are really killers to all non-arrow troops.
The combination of Defence 19(!) and Twisted Fate is a really good defence!
Flame Weapons (they have to do more damage) + a good attack (16) + quickness are dangerous enough for even the hardest in close combat.
I've no problems to recruit 9 each turn (only 15 gold and 4 res.!) and this is enough to handle 50 men-troops (knights, haevy cavalry and haevy infantry) very easy.
I play this combination in a mp game started 3 weeks ago and i'm top 1 with this in moment.
Great Problem: Every Javalin or Arrow is a kryptonite
[ February 04, 2004, 08:04: Message edited by: calmon ]
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February 4th, 2004, 10:06 AM
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Re: Flagellant Atral 9 blessing
MY personal favorite double bless nation/theme is ... wait for it.
Jotun Woodsmen with Death 9, Nature 9.
The trick is being able to get up that high without crippling your research. But I've found it to be very effective.
But when using that particular blessing combination the Woodsmen are particularly nasty, long Lasting and have a good survival rate. Especially if you include them in normal squads of Giant Spear Huskarl.
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February 4th, 2004, 10:15 AM
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Major General
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Join Date: Jan 2004
Location: twilight zone
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Re: Flagellant Atral 9 blessing
Quote:
Originally posted by Zen:
Jotun Woodsmen with Death 9, Nature 9.
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So if I understand things correctly, they'd have the following:
- Berserk +3
- Regeneration
- Poison Resistance 50%
- Fear -3
- Life after Death
?
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February 4th, 2004, 10:19 AM
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Re: Flagellant Atral 9 blessing
Yes. And it's Lesser Fear -1 while living, Cause Fear +3 when undead.
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February 4th, 2004, 10:25 AM
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Corporal
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Join Date: Jan 2004
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Re: Flagellant Atral 9 blessing
so switching the nature 4 for an air 4 could do the trick ?
Well it make sense and will help my mages too. Even paladin are better without bezerk. And as flagellant are more usually killed than bezerked
Of course adding a Death 4 Air 4 could be pretty potent... or even Air9, is it possible to get a Marignon triple bless not too crippling ?
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