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Re: Opening Gambit
Well, thematically (which is how I play- sp only, of course), the idea of someone with mystical powers (a mage) becoming a prophet is quite appealing, and the resulting priest-mage is always pretty cool to imagine.
But strategically, what I said before is best. |
Re: Opening Gambit
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Having said that, I understand the strategic points you all explain very well --- thanks. I appreciate the point that I'm wasting a mage's magic talents on a guy who should be blessing. (And I thought I was supposed to "use" the Prophet's extra dom hit points to make him aggressive in battle, so again I was looking for a more significant guy.) |
Re: Opening Gambit
You can only have one prophet at a time, but the prophet's biggest value is in its ability to spread your dominion, so a scout works well because it can spread dominion stealthily OR travel along with your army as a smiter and maybe a Divine Blesser. Also, you start with it, and prophetizing it doesn't take away a mage turn.
Other than H3 units, I like to prophetize a young MA Ulm Smith to groove those evocations; LA Pangaea it's worth considering your strategy before you decide where to put that H3; death-emphasis nations can benefit a lot by prophetizing an undead commander or mage. But there's a lot to be said for prophetizing that first scout. For a conundrum, look at the starting leaders for Sauromatia and figure out who best to prophetize. |
Re: Opening Gambit
Is there much point to going for H6? With a Sword of Justice/Injustice, prophet, maybe some Ritual of Rebirth+making your mummy a prophet anew, is it worthwhile?
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Re: Opening Gambit
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I suppose that you could have a really killer preacher if you did those tricks with an inquisitor, but I wouldn't bother. |
Re: Opening Gambit
I often set the commander to patrol, so I can raise the taxes to 150% in the first turn, and make the scout prophet. Sometimes I prophetize some specific commander (like a H3 to get a H4), but often anyone can do the trick. In some specific cases, you might want to prophetize a specific chasis (for example, a Niefel Jarl if you want to give him the bless, and prophet stat bonuses)
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Re: Opening Gambit
Also... Smite spam iirc is much more efficient with a low enc scout than commander.
I always wait a turn and not blindly attack a cap adjacent prov on turn1. There are too many "special" indies that can trash your early army. I choose the easiest prov on turn 2 ( buy low/mid mage + appropriate troops) and often combine attack on turn 3 with my new cap army, I then transfer the mage troops and leave the Mage to site search, my preference anyway.. ssj |
Re: Opening Gambit
I play SP Vanilla, usually with an imprisoned pretender, especially with a large map. I usually bump the taxes up to 200% for the first turn, then reduce to 100%, while patrolling with the commander. Scout scouts. Hire the best mage possible on the first turn then prophetize. For MA Man I go with the mother; the crone tends to go old age too early. Turn two I hire another combat mage. Turn three the party sorties for the easiest province and I hire another mage to start researching. Turn four I hire another scout and return party to capital if I took a lot of casualties, otherwise I head for another weak province. Then I alternate scout and research mage. I try to maximise research and grab surrounding provinces as quick as possible. I hire scouts from those indy provinces as soon as possible so that the cap can do the research mage thing. I also will hurry to generate a search mage, a ritual spell mage and a construction mage.
I have not taken the jump to playing MP; I understand that my opening will leave me pretty vulnerable to rush attacks :-) |
Re: Opening Gambit
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But in what you are saying above, why are you hiring so many scouts so early? Can't see you need many |
Re: Opening Gambit
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As for the mage thing, I like to be able to bring down as much variety of artillery as possible, holy or otherwise. If I get a chance, the prophet gets as many path enhancers or empowerment as possible. |
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