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October 15th, 2007, 06:22 AM
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General
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Join Date: Sep 2003
Location: Tel Aviv, Israel
Posts: 3,465
Thanks: 511
Thanked 162 Times in 86 Posts
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Re: Dagur MA (Hosting Change)
Hey Janlm, you have handled your giants very well, I really enjoyed our battles, including the ones I've lost
I guess I got kinda lucky in a few key battles, like mind burning your pretender, IIRC, on our first skirmish.
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October 15th, 2007, 06:40 AM
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Sergeant
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Join Date: Aug 2007
Posts: 336
Thanks: 3
Thanked 0 Times in 0 Posts
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Re: Dagur MA (Hosting Change)
heh yeah i was a little anoyed with that
But your mages was just too damn strong really, and I couldn't figure out a proper way to use my mages, they seem to be better in close combat than in casting evil spells.
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October 15th, 2007, 01:01 PM
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Sergeant
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Join Date: Sep 2006
Location: Memphis, TN
Posts: 332
Thanks: 4
Thanked 3 Times in 3 Posts
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Re: Dagur MA (Hosting Change)
I think this might be my last game for MA Marignon. I just don't know how to use these guys effectively. That, and if they come up against a nation with fire resistance, they are toast.
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October 15th, 2007, 01:02 PM
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Sergeant
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Join Date: Sep 2006
Location: Memphis, TN
Posts: 332
Thanks: 4
Thanked 3 Times in 3 Posts
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Re: Dagur MA (Hosting Change)
Also, congratulations on the win Wraith Lord.
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October 15th, 2007, 06:31 PM
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General
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Join Date: Sep 2003
Location: Tel Aviv, Israel
Posts: 3,465
Thanks: 511
Thanked 162 Times in 86 Posts
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Re: Dagur MA (Hosting Change)
Thanks Warhammer.
I was always under the impression that MA Marig. is a powerful nation, but I admit I never played it competitively. Maybe there's some strategy guide for this nation that can help play it effectively. After all they have strong astral magic (the best magic school), good ranged units, great cavalry, good bless option, great priest so it looks like they should be a match for the top tier nations out there.
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October 16th, 2007, 11:28 AM
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Sergeant
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Join Date: Sep 2006
Location: Memphis, TN
Posts: 332
Thanks: 4
Thanked 3 Times in 3 Posts
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I agree
I agree with your points, it looks like they should play well, but I've never gotten them to.
I think one of my issues is that I have been taking 2 drain, which hampers their research quite a bit. I think they need at least 1 magic to get their witch hunters up to 6 RPs.
Their big problem is twofold:
1) They have very little magic diversity. Sure, they get some air and earth magic, but that only comes on some of the Grand Masters who are old and have other issues.
2) They are very dependant upon fire magic evocations in battles. If they run up against a fire resistant nation, they are in deep trouble.
The other problem I find with them is that for their Knights, you need to go with a bless. If you go that route, you will tend to have terrible scales. But, if you have terrible scales, it is hard to mass the troops necessary to make the bless work. Plus, their mages almost force you to take some order so that you have the money to pay for the Knights and the mages.
Now, the other option is to go with a bit of a rainbow pretender that has maybe two steps in each path outside of fire and astral, but then you get a crap bless.
One thing with Marignon is that you definitely do not want misfortune. The events you get with Marignon seem to be much worse than those with other nations.
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October 16th, 2007, 11:30 AM
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Sergeant
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Join Date: Sep 2006
Location: Memphis, TN
Posts: 332
Thanks: 4
Thanked 3 Times in 3 Posts
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Re: I agree
For the record, in this game, I had exactly one mage who had any air magic, and he got an affliction immediately. I had one or two guys who got some earth magic, but I never got any earth boots until late in the game, so he didn't help all that much.
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