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April 22nd, 2007, 02:30 AM
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National Security Advisor
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Join Date: Oct 2003
Location: Helsinki, Finland
Posts: 5,425
Thanks: 174
Thanked 695 Times in 267 Posts
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Re: Dud units / monsters / summons
Heartily seconded on EA Ulm. There's something seriously wrong when a nation of supposedly ferocious barbarian warriors is reduced to using armies composed solely of its women to get anywhere, leaving the men home to tend the children and farms. The only exceptions to that are the iron and steel warriors, who use 2-handed weapons.
Increased attack skill and ambidexterity bonuses would take care of this.
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April 22nd, 2007, 02:40 AM
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BANNED USER
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Join Date: Feb 2007
Posts: 5,463
Thanks: 165
Thanked 324 Times in 190 Posts
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Re: Dud units / monsters / summons
Yep, I read about that, tested it and found it to be true. There's very little point in using anything but the women.
I'm very tempted to make a CBMplus version which 'fixes' this, among other things (like bakemono size etc etc). One of the reasons I want to hear about more units people find to be useless.
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April 22nd, 2007, 06:02 AM
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BANNED USER
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Join Date: Feb 2007
Posts: 5,463
Thanks: 165
Thanked 324 Times in 190 Posts
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Re: Dud units / monsters / summons
Another couple of recruits up for discussion.
Marignon - The flagellent. This guy just sucks. Seriously. Starts with a random affliction, often crippled or diseased, crummy stats and chaff status - they're sacred but in this case it's actually a drawback because you can't amass them. Are they /ever/ worth recruiting?
EA Oceania - Amber Guard Triton. Ok the goldcost isn't too bad. I can forgive the fact that they are aquatic. But check out that resource cost and they only get one more protection than the oceanian trooper. The shield isn't too helpful since they aren't going to run into missile fire either. So would you guys use them?
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April 22nd, 2007, 06:02 AM
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BANNED USER
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Join Date: Feb 2007
Posts: 5,463
Thanks: 165
Thanked 324 Times in 190 Posts
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Re: Dud units / monsters / summons
Another couple of recruits up for discussion.
Marignon - The flagellent. This guy just sucks. Seriously. Starts with a random affliction, often crippled or diseased, crummy stats and chaff status - they're sacred but in this case it's actually a drawback because you can't amass them. Are they /ever/ worth recruiting?
EA Oceania - Amber Guard Triton. Ok the goldcost isn't too bad. I can forgive the fact that they are aquatic. But check out that resource cost and they only get one more protection than the oceanian trooper. The shield isn't too helpful since they aren't going to run into missile fire either. So would you guys use them?
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April 22nd, 2007, 06:28 AM
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Second Lieutenant
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Join Date: Oct 2003
Posts: 477
Thanks: 0
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Re: Dud units / monsters / summons
The Lord Warden.
It's not that he's especially bad, but he's capital-only and can't compete with Crones or Daughters of Avalon. He's a stealthy leader, but the Mother of Avalon has the same leadership level and decent magic to boot.
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April 22nd, 2007, 07:46 AM
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National Security Advisor
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Join Date: Sep 2003
Location: Eastern Finland
Posts: 7,110
Thanks: 145
Thanked 153 Times in 101 Posts
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Re: Dud units / monsters / summons
Flagellants are exceptional with Fire 9 bless. Flail has two attacks, they get +4 att -> they hit with both attacks and deal the fire damage twice.
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April 22nd, 2007, 09:19 AM
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BANNED USER
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Join Date: Feb 2007
Posts: 5,463
Thanks: 165
Thanked 324 Times in 190 Posts
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Re: Dud units / monsters / summons
Even with fire bless I can't see them being that good to be honest - I mean if you put a heavy enough bless on any sacred it's going to be good, but then you have a whole other cost to consider. Flaggies as a base still have random afflictions, no protection etc and you are still seriously limited in how many you can recruit - that isn't so bad for elite units but flaggies are chaff and you need a lot of them just to get past the swarms of arrows and aoe spells to do damage.
I could be wrong about them though. I'm not an experienced marignon player. I do know I made upgraded flaggies with no random afflictions which were freespawned for a mod nation of mine (Ulm Reborn) and even with F9 bless they weren't winning the game for me,.. I had a LOT of them too, far more than I'd be able to get recruiting them with the holy cap.
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April 22nd, 2007, 09:43 AM
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Private
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Join Date: Mar 2007
Location: Tarragona, Is-Pain
Posts: 36
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Re: Dud units / monsters / summons
I've been playing Marignon for a while and I found Flaggies with a F9 Bless very good despite their afflictions. Maybe they aren't top notch, but they can be recruited anywhere. With proper Dominion you can recruit enough of them to cover front lines, acting both as arrow catchers and breaking the enemy lines if they get close enough to enter in melee.
Now I'm playing with C'Tis and I think that Militias are rather weak. OK, they're dirty cheap at 7 gold and 2 resources, but taking into account that Light Infantries get a shield and a javelin for 3 extra gold and resources...
__________________
Vi skal kjempe for vare Enemerker...
We shall fight for our domains
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April 22nd, 2007, 10:49 AM
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General
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Join Date: Mar 2007
Location: Japan
Posts: 3,691
Thanks: 269
Thanked 397 Times in 200 Posts
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Re: Dud units / monsters / summons
Quote:
Sandman said:
The Lord Warden.
It's not that he's especially bad, but he's capital-only and can't compete with Crones or Daughters of Avalon. He's a stealthy leader, but the Mother of Avalon has the same leadership level and decent magic to boot.
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I don't think a Lord Warden is a terrible choice for a prophet. It kind of fits in with the whole subversion theme for Man too (bards & stealthy priests). So just build one  .
__________________
Whether he submitted the post, or whether he did not, made no difference. The Thought Police would get him just the same. He had committed— would still have committed, even if he had never set pen to paper— the essential crime that contained all others in itself. Thoughtcrime, they called it. Thoughtcrime was not a thing that could be concealed forever.
http://z7.invisionfree.com/Dom3mods/index.php?
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April 22nd, 2007, 01:30 PM
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Second Lieutenant
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Join Date: Oct 2003
Posts: 477
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Re: Dud units / monsters / summons
Quote:
vfb said:
I don't think a Lord Warden is a terrible choice for a prophet. It kind of fits in with the whole subversion theme for Man too (bards & stealthy priests). So just build one .
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All that armour will give him nasty spell fatigue, until you can forge something lighter. But I suppose one is OK.
The key to using flagellants is the astral-9 bless. Twist fate effectively doubles the number of hits they can take from one to two. This gives them longer to use their offensive punch, which is decent even without a fire bless.
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