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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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February 4th, 2004, 10:29 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
And you feel that the Death-9 effects are better than the Water-9 for these? (A problem with Nature-9/Water-9, of course, is Jotun doesn't get starting gem sites with both Nature and Water together.) I presume you play Iron Woods or Utgard since they both have Nature + Death starting gem sites?
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February 4th, 2004, 10:29 AM
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Re: Flagellant Atral 9 blessing
Depending on what you are trying to do. I'd stick with 2 blessings. I don't know exactly how you're playing now so I couldn't comment  . Air 4 will give you 20 Air Shield while Death 4 will give you Lesser Fear -1. It's all in how you want and if you want to pour everything you have into blessings 
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February 4th, 2004, 10:33 AM
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Re: Flagellant Atral 9 blessing
I use Utgard. I prefer their mages overall. And depending on what pretender you use (I prefer the Master Lich) it can be modified.
The important thing to remember is to take Order 3, or you won't be able to build the required numbers of Jotun to survive. Also with Utgard you can make Nature items, with the kind of scales you are choosing, being able to make extra supply items is vital as well as having some leaders who can command undead. Also it's nice to have a Norna around to stop some of those nasty misfortune events.
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February 4th, 2004, 10:49 AM
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Major General
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Re: Flagellant Atral 9 blessing
Quote:
Originally posted by Zen:
I use Utgard. I prefer their mages overall.
The important thing to remember is to take Order 3, or you won't be able to build the required numbers of Jotun to survive.
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We think entirely too much alike. I, too, prefer the seithkona to vaetti hags. And I almost always take Order+3 with Jotuns. But, since I've yet to ever play a dual-bless game, I've tended towards the Son of Niefel or Wyrm as my pretender (nice as SCs, and they fit better if you're trying to "role-play" the game rather than tweak for max gain).
I've learned so much about Dom just in the past 24 hours ...
I'll have to start a new Jotun game and play with this concept a bit. Sounds most intriguing!
Thanks 
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February 4th, 2004, 11:42 AM
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Sergeant
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Join Date: Sep 2003
Location: Norway
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Re: Flagellant Atral 9 blessing
Quote:
Originally posted by Zen:
MY personal favorite double bless nation/theme is ... wait for it.
Jotun Woodsmen with Death 9, Nature 9.
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One hot tip when using a Death 9 blessing is to get hold of a Jade Maiden province as soon as possible. The nightmare is already "Causes Fear +0" and when blessed will have this increased by your fear bonus.
For the best blessed unit, I'm partial to Daoine Sidhe with an Astral 9 blessing. Prot 13, Def 15, Glamour and Twisted fate; and for bonus points they're sneaky and equipped with javelins (with Strength 12 and Precision 12 so they actually do some damage with them too.) They just don't die.
__________________
"Freefall, my old nemesis! All I have to do is activate my compressed gas rocket boots and I will cheat you once again! Belt control ON!…On?" [i]Othar Trygvasson[i]
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February 4th, 2004, 11:09 PM
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Major General
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Join Date: Jan 2004
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Re: Flagellant Atral 9 blessing
Quote:
Originally posted by Zen:
MY personal favorite double bless nation/theme is ... wait for it.
Jotun Woodsmen with Death 9, Nature 9.
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I played about a dozen turns with this, but wasn't overly impressed. It wasn't bad, but I thought it should be better. So I tried a Son of Niefel with Nature-9/Water-9 and it appears to be working much better. With D9 I was losing 1-2 woodsmen per turn in the early battles (please bear in mind that I set indies to 7). With W9 instead, I haven't lost any. The +4 defense keeps more of my troops alive, and the extra attacks from Quickness dishes out damage faster so the enemy routs sooner.
I'd overlooked blessing strategies prior to this thread. Now I'm a convert. 
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