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Re: The strenghts of Marignon
Everyone is covering the good stuff. I would just like to add that Marignon Assassins can do alot to soften up many of the independent provinces (avoid the ones with knights).
Give them the Dragon Helm and they do even better. And if you are going with some god that grants extra blessings then consider giving your assassin that shroud which automatically gives blessing to non-sacred commanders. |
Re: The strenghts of Marignon
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Re: The strenghts of Marignon
Hmm, I hear you about friendly fire but I just have not seen it with this setup. I mean I water 9 and Nature 4 my knight engage closes and crossbows firing rear or archer and both set diagonally opposite each other and with only 5 knights that can hold whole units of infantry they almost never get hit. Yes Air 9 is good and would work just the same. But I am just not taking any significant friendly fire. Remember I just said this worked really well to mop up indies at 5-6 level. Late game might be different.
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Re: The strenghts of Marignon
My soul ire with flagellents is that only 5 can be produced per turn. Any work arounds for this?
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Re: The strenghts of Marignon
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Re: The strenghts of Marignon
Alright, that makes a ton of sense. Also, what are these flaming xbows and flamings bows I hear so much about?
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Re: The strenghts of Marignon
Enchant 4
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Re: The strenghts of Marignon
To elaborate, the Flaming Arrows come from a level 4 Enchantment spell that requires a power of 3 in Fire Magic, and one fire gem. All of this is pretty easy to come by if you're Marignon, and Crossbowmen are among your cheapest units anyway, so the spell can give pretty impressive results.
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