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Re: Man: A Bless nation in CBM 1.92?
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Re: Man: A Bless nation in CBM 1.92?
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The biggest one is stealth. Stealth is one of the most powerful abilities in the game. And the warden is one of the most powerful recruit-able units with this ability. Only one that I can think of that might beat them out are revelers. A few lord warden led raiding parties can be a huge pain in someones side during a war. Second, they're sacred, this gets you the bless but almost as important it gets you cheap upkeep. If your relying on knights and archers alone your upkeep is quickly going to become a serious problem. 21 vs. 18 standard damage. May not seem like much but it's important vs. higher protection units. True knights have the lance strike but that can be easily countered with a screen of cheap chaff. Higher MR. 14 vs. 10. Knights of A do have the magical Alicorn attack, which is pretty important, but then you don't have to choose between knights of A and wardens. You can have them both. Additionally, as long as you leave your regular knights and archers out of the mix you have entire armies with forest survival, which depending on the map can dramatically increase you're flexibility. |
Re: Man: A Bless nation in CBM 1.92?
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Perhaps more to the point: being able to change gears and not putting all your eggs in one basket. I mean, Man has some nice units - they're not like Mictlan where the sacreds are head and shoulders above the rest of the lineup (and where you can segue into excellent summons that require only blood slaves, not gems). Nightfall and I both used one level 9 bless and a pair of 4s in our builds. Changing his D9 bless to a D4 will buy him four scales (and still give a nice entry into D magic as well as combo path spells like hidden in sand and lamias). Changing my E9 to E4 would buy *6* scales - that will buy you a lot more mages (faster research, more combat magic) and a lot more of your other troops. Redirect some of those points to better magic diversity as desired. So that's why I don't think a level 9 bless for Man is optimal. But it's certainly playable and fun and honestly things will get boring if everyone goes for scales/magic diversity/light bless builds. This discussion is getting me interested in playing Man since they've got a significant stealth aspect (my favorite part of the game). I just don't know if I have the patience for dealing with old age on the crones... |
Re: Man: A Bless nation in CBM 1.92?
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Re: Man: A Bless nation in CBM 1.92?
If you really want stealth, there's nothing preventing you from buying some wardens even without a bless and using them for the stealth aspect. They don't even really need a bless to be decent PD raiders. They'll suffer more attrition that way though.
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Re: Man: A Bless nation in CBM 1.92?
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Re: Man: A Bless nation in CBM 1.92?
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Additionally, its not just about raiding, its also a matter of taking said raiding parties and recombining rapidly into a very hard hitting force to which a heavy bless provides a significant multiplier. Quote:
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Sprites, Swarm, Hex, wooden warriors/mass protection, false fetters, false horror, wind guide, fog warriors, sleep cloud, breath of the dragon, poison cloud, stream of life, flood of life, storm of thorns, lightning bolt, orb lightning, thunderstrike, storm, wrathful skies, haste, all your spellsongs, poison ward, relief, serpents blessing, mass regen, siren's blessing, thunder ward, arrow fend, mass flight, storm warriors, confusion, panic, sleep, charm, growing fury Now some of these require a nature booster, an air booster, or an air booster + summon storm power, but what else do want them to be able to do. This is list isn't a load of useless combat spells. And mothers are cheap, sacred, and stealthy, so you'll have a crap ton of them running around. However, I won't argue that they're are better combat mages out there, of course there are. However, even if the mothers didn't have as much they could do they're all you have outside of the cap. You have to work with whats given to you. Obviously its nice to have a few crones around, but their numbers are always going to be limited. Quote:
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Arco: hoplites or heart companions, 17 prot. Knights do 1 damage on average, wardens do 4 Ermor: Praetorians or Triarius, 17 prot Marignon: Knights of the chalice or men at arms, 17 or 15 prot Abyssia: 16 prot on all heavy infantry Jonthiem: 17 prot on almost all their giants outside of militia I could go on. Many of these are good units for these nations and will show up in their armies. 21 vs. 18 damage basically quadruples your damage output. Against slightly lower but still decent protections of around 14 or 15 it doubles your damage output. And a square of knights only gets 2 attacks at 18 damage after the first strike, the other two are only at 12. Wardens get 3 at 21. This is hardly insignificant. Also you can boost your crones without taking a rainbow. Find some E2 indi, an E2 merc, or just suck it up and empower for 30 gems. You're still basically saying that a 30 gem investment that you wont even have to make in most cases is so expensive as to outweigh any benefit you get from a bless. |
Re: Man: A Bless nation in CBM 1.92?
I don't think that's how damage with exploding dice rolls works. It would make the B4 bless as good as the W9, at 50% greater damage. Do we have a mathmatician here?
In any case, any well played Man will have both knights and Wardens, and longbowmen too regardless of bless. It's just relative proportions that change. It's not like Mictlan where the bless multiplies the effectiveness of the entire army and extends to the endgame summons. And making that list of battlemagic useable as early as possible is one of the major arguments against a high bless. Take flaming arrows, which is only available off a pretender, despite being obviously ridiculously good with Man, who on top of great archers, has excellent research (cheap forts, cheap temples, efficient sacred researcher), and some interesting national spells in enchantment. Like Song of Power which you left out of your list, and Man's the only nation that has it and can actually make good if unpredictable use of it, with its expendable N3s. I've had some success with a F4A4 Phoenix in tests. Okay, it does very little either for diversity or bless, but it does give you early high air magic, and it's pretty much ideal for supercharging your archers with the mobility to support more than one archer army if necessary. As a sidenote, how good are sprites? I've never actually used them since you can't script them. Is it worth summoning a Faery Queen just to chain summon sprites that you can script? |
Re: Man: A Bless nation in CBM 1.92?
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Protection roll is protection at location + DRN Defender takes damage in hit points equal to the difference. So yes, you are correct that when STR + weapon = protection the expected value of the damage is greater than 0 since the lower half of the distribution is cut off. Use a little monte carlo with protection of 17. Str + weapon = 18 has an expected value of around 2.66. Str + weapon = 21 has an expected value of 4.75. So around 180%, about double the expected damage output. So you're correct, I overstated the effectiveness. It just about doubles your damage vs. protection 17 forces. Against protection 12 forces its 6.45 vs 9.23. Quote:
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Re: Man: A Bless nation in CBM 1.92?
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