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April 22nd, 2007, 06:28 AM
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Second Lieutenant
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Join Date: Oct 2003
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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
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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
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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
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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, 09:49 AM
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Major General
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Join Date: Jan 2004
Location: Columbus, OH
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Re: Dud units / monsters / summons
Shouldn't you be hiding the Flaggies behind a small screen of some high armor troops and have them flank from the top and the bottom? That seems like a pretty good use of them to me.
Jazzepi
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April 22nd, 2007, 10:53 AM
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Private
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Join Date: Mar 2007
Location: Tarragona, Is-Pain
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Re: Dud units / monsters / summons
Jazzepi,
Yes, your army setup is optimal if heavy enemy fire is expected: let the shielded infantry deal with arrows harmlessly whilst the blessed Cavalry and Flaggies wreak havoc on their ranks.
In fact my army setup is more focused on screening the real infantry (say Man At Arms) from enemy's cavalry lances, and also to save some space in both flanks for Crossbowmen and Knights Of The Chalice deployment.
__________________
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
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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  .
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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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April 22nd, 2007, 01:35 PM
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Lieutenant Colonel
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Join Date: Nov 2005
Location: Lund, Sweden
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Re: Dud units / monsters / summons
Somehow it seems like a waste as you rarely need all that extra magic resistance on any sacred Marignon unit.
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April 22nd, 2007, 01:38 PM
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Major General
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Join Date: Sep 2006
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Re: Dud units / monsters / summons
Quote:
Dedas said:
Somehow it seems like a waste as you rarely need all that extra magic resistance on any sacred Marignon unit.
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I usually find you can never have too much magic resistance. Especially in the end game, when a mind boggling amount of magic is flying around.
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