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  #1  
Old November 29th, 2007, 02:37 PM
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SlipperyJim SlipperyJim is offline
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Default Re: Mod Nation Playing Guides

Um, wow. I didn't mean to kick off any controversy!

So ... here's the thing. I don't really care for the Anchorites (no offense, Sombre!), so I don't use 'em. My offensive armies are made of Black Templars and Reborn Guards. Swarms of the free Penitent cheese provide arrow-fodder. Every army gets at least one White Priest, a few Black Priests (for Penitent reinforcements), and one or more of Ulm Reborn's spectacular "thug" commanders.

Those choices undoubtedly bias my bless strategy. I really like a F9N6 bless for Ulm Reborn. My sacreds hit really, really hard. Better yet, they can counter Ethereal troops without any magical backup. Regeneration protects them from the odd scratch that manages to penetrate their lovely armor. A Nature-skilled pretender also allows me to craft the Nature supply items (Cauldrons, Wineskins), and it gives me a chance to cast my favorite global: Gift of Health. F9N6-blessed Ulm Reborn troops tear through the opposition like an acetylene torch through tissue paper, and they're very hard to stop.

Then again, as Llamabeast wrote:
Quote:
I find that quite pleasing really - there are always so many ways to play Dominions!
Amen, my friend. Maybe I'll try a W9N4 bless the next time I play Ulm Reborn....

...

Anyway, does anyone have anything to add about the rest of my strategy guide? Did I actually manage to get the rest of it right?
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  #2  
Old November 29th, 2007, 06:16 PM
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Morkilus Morkilus is offline
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Default Re: Mod Nation Playing Guides

Ulm Reborn is a blast to play, and is pretty well-balanced. I'm not surprised there's a variety of opinion on how to do it best! Maybe I'll put my Avernum strategy guide up soon
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Old November 30th, 2007, 06:09 AM

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Default Re: Mod Nation Playing Guides

llamabeast isn't running with a W9N4 bless in Marmoset

You will have to keep guessing SlipperyJim.
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Old November 30th, 2007, 12:27 PM
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SlipperyJim SlipperyJim is offline
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Default Re: Mod Nation Playing Guides

Quote:
Digress said:
llamabeast isn't running with a W9N4 bless in Marmoset

You will have to keep guessing SlipperyJim.
I never said he was. I simply said that I would probably run W9N4, because it would be different from my preferred F9N4 bless.

The llama-man is probably running something totally bizarre like B9A4. Then again, since I'm not playing in Marmoset, it's really none of my business.
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Old October 8th, 2008, 05:15 PM
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Default Re: Mod Nation Playing Guides

maybe I will do an updated version of my Skaven guide and post it here but for now my old one is still here http://forum.shrapnelgames.com/showthread.php?t=38523 if anyone finds anything to horribly disagree about please let me know and when I do the updated version I will at least consider your suggestions.
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Old October 8th, 2008, 06:31 PM

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Default Re: Mod Nation Playing Guides

Personally I think E9 is great for nearly all nations with decent sacred troops and sacred mages. THe reinvig on mages is so good end game that it's a same not to use it. The extra prot seems to be discarted here but I think it will actually be very very helpfull on any unit even heavily armoured ones.

My choice for UR would probably be E9 and then either W9 or S9 which are both good.

Is a triple bless possible EW and S 9 might give you very very strong sacreds might be worth to sacrifice even some prod scale here since you'd need much less troops.
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Want a blend of fantasy and sci-fi? Try the total conversion Dominions 3000 mod with a new and fully modded solar system map.
Dragons wanted? Try the Dragons, Magic Incarnate nation.
New and different undead nation? Try Souls of Shiar. Including new powerfull holy magic.
In for a whole new sort of game? Then try my scenario map Gang Wars.
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