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				May 16th, 2007, 07:28 PM
			
			
			
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				 Re: Marverni 3.08 patch stuff 
 
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		| Meglobob said: Quantums balance mod give Marverni a big boost by making Farstrike, which the druids can easily cast a extremely dangerous spell.  Precision increased to 100, it now kills enemy leaders at a alarming rate, doing 20-30+ pts of damage...ouch!
 
 |  I can attest that this tactic is indeed working    
I actually kind of luck Marverni, not because they're an overly powerful nation, rather because they have this nice barbaric/druidic atmosphere. |  
	
		
	
	
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				May 16th, 2007, 08:21 PM
			
			
			
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				 Re: Marverni 3.08 patch stuff 
 Oh.  I dunno about base-game Marverni, I only play CB.  But there, I found the nation quite playable.  They have extremly strong mages which are not cap only which is a huge advantage.  Said mages are strong in both earth and astral which makes them extremely versatile on the battlefield.  Earth gives you Blade Wind for killing masses of troops and Gifts from Heaven for killing blocks of heavy troops.  And the astral gives you all the SC-slaying and transportation spells.
 As for the troops being weak - they may be lacking in armor but they really arent that weak.  Plus the prevalent earth magic of Marverni can be used to buff your troops a lot.  Strength of Giants, Legions of Steel, etc.  In this way, you can take a 10gp Marverni soldier without armor, and buff him to be equal or better than an elite solider of another nation.
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				May 17th, 2007, 12:16 PM
			
			
			
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				 Re: Marverni 3.08 patch stuff 
 Well since only the very high level or low AoE spells affect unarmoured soldiers protection its hard to make him better than an elite soldier without a large number of buffs that would not be worth the mages time. |  
	
		
	
	
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				May 17th, 2007, 12:17 PM
			
			
			
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				 Re: Marverni 3.08 patch stuff 
 Oh come on. Marverni, weak?
 Their units can be easily massed, and they are actually quite tough for a cannon fodder they are. Good combat stats, decent damage.
 What makes Marverni strong is mages. Easy access to gifts from haven - trust me, its awesome. Also nice and easy soul slay vs Thugs/SCs and bladewind vs hordes. What else would you wish for?
 Oh yes, ashaic record + early age = lots of gems. Access to water magic = sea king's court, very good thug, perhaps even SC. Nature magic = rings of regeneration and vine shields (though you might want to trade a booster or empower, that 10% to get a nature pick on mages doesnt work EVER, I hired over 40 of them and no one had N2. Must be a bug.)
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				May 17th, 2007, 12:23 PM
			
			
			
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				 Re: Marverni 3.08 patch stuff 
 Their military can be beat by the majority of EA nations even without blessed. Bless nations run through them easily, their mages are extremely hard to mass, most of their troops are very gold intensive and so its often them or the mages early on and they generally have an extremely weak early game.
 I personally love marverni in single player and play them often in single player but they just arent competitive in multiplayer imo without great diplomacy and very heavy scouting. The 10% pick does work as ive gotten it before - its all chance.
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				May 17th, 2007, 12:31 PM
			
			
			
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				 Re: Marverni 3.08 patch stuff 
 25% of Gutuaters get N2, so it's not an issue with them.  (N1 + 100% WESN)
 About 6% of Druids get N2, and about 1 in 640 should get N3. (E2S2 + 100% WESN + 100% WESN + 10% WESN)
 
 Kuritza, you are right about the mages, but they won't help much when it's turn 9 and you're facing a double bless rush.  But Marverni is fun and I enjoy playing them very much!
 
				__________________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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				May 17th, 2007, 01:59 PM
			
			
			
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				 Re: Marverni 3.08 patch stuff 
 Your problem is playing in a game that allows double blessing, not with Marverni   |  
	
		
	
	
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				May 17th, 2007, 02:09 PM
			
			
			
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				 Re: Marverni 3.08 patch stuff 
 
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		| vfb said: 
 Kuritza, you are right about the mages, but they won't help much when it's turn 9 and you're facing a double bless rush.  But Marverni is fun and I enjoy playing them very much!
 
 |  Or even a small army of elephants. Did me in in turn 10 of an MP. I found no counter. Slingers were useless. I did not have any magic to counter. I imagaine Marv is okay (not stellar) endgame B/C of the mages. But I have never got them there. |  
	
		
	
	
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				May 17th, 2007, 07:22 PM
			
			
			
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				 Re: Marverni 3.08 patch stuff 
 
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		| Cor said: 
 
	Or even a small army of elephants. Did me in in turn 10 of an MP. I found no counter. Slingers were useless. I did not have any magic to counter. I imagaine Marv is okay (not stellar) endgame B/C of the mages. But I have never got them there.Quote: 
	
		| vfb said: 
 Kuritza, you are right about the mages, but they won't help much when it's turn 9 and you're facing a double bless rush.  But Marverni is fun and I enjoy playing them very much!
 
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 |  Marv. has counters for elephants, namely druids casting farstrike, mind burn and massed carnutes or boar warriors.
 
Same goes for blesses, blessed armies can't be massed as easily as the non routing carnutes.
 
The key with Marv. is to pick the correct army to counter the adversary, its true in a sense for any nation but for Marv. its a must early in the game. Its not a weak nation rather its a nation that's less obvious to play. |  
	
		
	
	
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				May 18th, 2007, 02:25 PM
			
			
			
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				 Re: Marverni 3.08 patch stuff 
 Yeah I agree with WraithLords assessment.  Marv is a powerful nation but its strength is not immediately obvious.  Definitely research Evoc asap if you think you will be attacked quickly.  
 I do, however, still think that the marv troops could be a tiny bit cheaper.
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