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Nation Guide for Marverni
My primary sources for this guide were Baalz's guide to Marverni and a guide on StrategyWiki. I will note going in that Marverni is not the best LA nation, not by a long shot, but I would argue it's not the worst, either.
The Big Picture Marverni is a nation without a lot of unique distinguishing characteristics. As a consequence, it tends to be underpowered, because as usual, it's possible to leverage advantages and minimize disadvantages, and Marverni doesn't have as much latitude to work with as other EA nations. That said, though, Marverni has some attributes worth discussing. Advantages
Disadvantages
This list is short, which is part of Marverni's problem: you have some extreme nations to counter and only a handful of tools to do it with. Note that because Marverni's starting troops aren't that spectacular, but that druids are, Marverni is not the greatest rusher, but gets stronger in the mid- and late games where it can deploy its powerful magic to its best advantage. Commanders Staples
Specialists
Useless or near
Units Staples
Specialists
Useless or near
Independents
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Re: Nation Guide for Marverni
Key Spells
Conjuration
Alteration
Evocation
Construction
Enchantment
Thaumaturgy
Combinations:
Key Items Magic Trinkets
Lesser Magic Items
Greater Magic Items
Very Powerful Magic Items:
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Re: Nation Guide for Marverni
Pretender Design
As always, there are two ways to design a pretender for a nation: cover its weaknesses or enhance its strengths. One significant weakness is that Marverni does not have a notably strong early game, and as Baalz notes, taking an awake combat pretender compensates for that, but there aren't many Marverni-specific considerations in designing such a pretender, so I won't cover that here; I suggest some more general guide on SC pretender design. While druids are a strength, their cost is a weakness, so Marverni needs to generate significant amounts of cash. I haven't made an intensive study of the Turmoil+Luck versus Order+Misfortune gold generation question. However, I will note that Marverni has some clear reasons to prefer the Order+Productivity+Growth combination even at equal gold: druids are old and the Growth scale helps keep them in better health; some nature spells benefit from Growth; Marverni needs resources to build Carnute nobles and Marverni bare chests, instead of druids; and because it fields massive mortal armies, they need supplies, again benefiting from Growth. Thus, I tend to agree with Baalz that Marverni needs good scales; also, the Order+Productivity+Growth combination becomes stronger the longer the game goes on, and as Marverni is not a great rush nation, combining the two creates some synergy. In general, I don't think taking too much misfortune is a good idea: it costs the use of heroes and undercuts Growth because of the myriad province disaster events that kill population. However, I will play Misfortune 1 or 2, and note that Boars of Carnutes have fortune teller (15) when they become available, allowing you to protect yourself from Misfortune events to some extent. Finally, taking a positive magic scale can quite help Marverni's research, because 4 research per gutuater isn't much and 8 per druid isn't much better. Marverni has easy access to astral, nature, water, and earth, so there is not much point in taking those paths on your pretender as well. It benefits most from adding blood and air, with an honorable mention to fire. Air has great items for druids, including eyes of aiming and robes of missile protection, as well as great spells for buffing large armies, like wind guide and arrow fend; it also opens spells and items offering resistance to lightning, giving Marverni access to defenses against all elements at reasonable levels of research. Druids and gutuaters can both make blood sacrifices, offering Marverni the option to dominion-push, but it has no native blood access so blood-hunting is trying: having blood magic on your pretender gives you enough slaves so you can sacrifice freely and opens the possibility of using blood in e.g., forging. However, in general, using true blood magic doesn't pay off that much for Marverni. Fire offers the brutal flaming arrows, which affects javelins as well, and some evocation spells that complement those available from earth, both in timing of availability and effect type. Death does not offer a whole to Marverni when you splash it on your pretender. As for bless strategies, there are not many synergies available. Boar warriors have shields, so don't benefit much from the minor air bless; lose defense when berserk and *want* to get hit so they can go berserk, which work against the major water bless, in addition to the danger of fatigue; don't receive any particular benefit from MR or twist fate from the minor/major astral blesses; and don't have enough hp for the minor nature bless to do much and can already go berserk, so don't benefit as much from the major nature bless. Marverni boars benefit more from several of these, especially the air bless and nature bless, but don't benefit at all from the major earth bless because they don't wear armor. Meanwhile, the major earth bless is less good than it looks for boar warriors because berserk counts as "natural" protection and stacks less well with high levels of armor. Thus, the remaining blesses that aren't antisynergistic with boars or boar warriors are fire, blood, and death. Because Marverni benefits so much from good scales and doesn't have any dual blesses with strong synergies, it is generally just not worth taking the negative scales to get a dual major bless. However, it can be useful as a surprise strategy, since most people would not expect a bless-rush from Marverni. Approaching the Game Early Game Marverni needs to expand as much as possible early on: unlike some nations, it can't afford to sit in a corner and research its way to victory. However, almost as paramount for Marverni is to avoid early wars, since early Marverni only has some decent infantry to compete with the various bless rushes and powerful capitol-only troops other nations can field. The one exception is if you chose a supercombatant pretender, in which case you can expand and engage in early conflict according to what your supercombatant can manage. For conquering independent provinces, Carnute nobles are the soldiers of choice as they won't take many casualties from the independents when managed right; Marverni can also benefit from supplementing with mercenaries, depending on resource and cash limitations, to speed up conquest. For supplemental casters, the usual options are gutuaters casting tangle vines (Conjuration 1) or druids with earth meld and earth might (Alteration 1). I prefer to make my first prophet either the starting Marverni scout or a first-turn recruited Sequani stargazer: the former has stealth for spreading dominion and making a noncaster prophet gives you some additional casting power in the opening, but a stargazer prophet has astral access so can use a crystal shield, power of the spheres, or communions to boost holy for purposes of banishment or casting fanaticism. Even for subsequent prophets, there are no real better alternatives unless you find an appropriate independent. Unlike some nations, Marverni need not rely on its capitol, and with its cheap forts and temples, it's to Marverni's advantage to throw up another fort early so as to double its potential caster recruitment, usually a druid for combat and purposes like crafting dwarven hammers with a gutuater for research with adequate cash. I tend to choose the position most on strategic considerations, but I'll note that some independent troops are on a par with Marverni's main troops and can add some useful diversity. One other consideration is that the plains fort that Marverni can build, the motte-and-bailey, has the best administration value, at 20. I consider the following research levels approximately marking the transition to the midgame: conjuration 3 for summon earth power, alteration 1 for eagle eyes, evocation 5 for blade wind and gifts from heaven, enchantment 3 for strength of giants, and thaumaturgy 3 for teleport. It is not always best to go straight for these spells and certainly not in a linear order--for instance, often some construction is worthwhile, though it is not worth a beeline. My "default" research path looks like conjuration 1, thaumaturgy 1, evocation or enchantment 3 followed by the other, thaumaturgy 2, evocation 4, conjuration 3, alteration 1, and evocation 5. However, there are so many possible variations, especially since Marverni is not locked into a certain strategy and can take advantage of a lot of different counters, that it's hard to give good general advice. Midgame Once you have two or three forts, a healthy number of druids, and most of the research mentioned above done, you've entered what I consider the Marverni midgame. The midgame is where Marverni is strongest, I would argue, because the crazy stuff in the endgame has not yet obsoleted their human troops, but they also have enough druids and research that the power of their good path combinations can tell, and moreover, if you chose good scales as I recommended, the advantages of the Order+Productivity+Growth combination will give you much more cash than nations with negative scales. During the midgame, Marverni wants to either win the game or establish a strong position for the endgame. The best general answer on how to choose targets for expansion is "diplomacy." You want to prey on the weak and control the strong, but more important than either is to find allies and kill people who refuse to cooperate with you. Aside from that, though, Marverni has a lot of flexibility in the choice of targets: with enough research, appropriate choice of druid spells can counter almost anything so there's often no tactical reason to prefer to attack particular nations. However, ceteris paribus, nations with neutral or growth scales will add more to your own assets and are more of a threat in the endgame so you should go after them first; the other thing to watch out for are other nations with good endgame magic, so you can halt them before they get to that point. Marverni should often aim to get a blood economy going in the midgame, with a few druids empowered for forging items and a few gutuaters empowered to act as blood hunters. The easiest way to get started is to put blood on your pretender or find a province with independent blood mages, usually amazons, but if you didn't do that, find an independent scout province and start hiring and blood hunting until you can empower and break in. I do not often research blood magic with Marverni, since I prefer to use the blood slaves for sacrifices and forging, but some blood magic can provide a useful supplement to your other paths if you want to make the investment. Baalz has some good suggestions for midgame tactics for Marverni, including teleporting druids. While druids with province defense support can rout impressively large armies, I've had some trouble teleporting in and routing the PD before something reaches me. Thus, I tend to be a bit more conservative than Baalz and use teleporting druids in pairs, with bottles of living water and swarm to delay the defenders while the druids kill them with blade wind or gifts from heaven. At construction 4, boar lords can help speed up conquest by capturing lightly-defended provinces, and while they can't teleport, they fill the role of blockers for evoking-druids well. During the midgame, the most advantageous research for Marverni tends to shift from combat spells to rituals and construction for items. The biggest goal is without question construction 7, which offers forge of the ancients, the casting of which is tantamount to declaring "I'm going to try to win the game now" but may still be worth it; golems; and weapons of sharpness. Enchantment 5 deserves an honorable mention for gift of health, which is also quite powerful for Marverni because it all but eliminates aging problems for druids. Also, conjuration, construction, and enchantment together offer some magic diversification potential that Marverni is well-equipped to take advantage of. Meanwhile, evocation offers few compelling spells above level 6, and alteration does not have many useful spells between 1 and 4 for Marverni, only a handful at 4 and 5, and then another gap between 5 and 8. Endgame Most games, in my experience, don't make it this far, but for completeness' sake, I will give a brief overview. While good scales and Marverni's general abilities should give it a strong resource base for the endgame, the major problem it faces is that mortal armies become more and more obsolete as various supercombatants and mass-kill spells become common. Now, Marverni is better-equipped than most nations to deal with this problem, because it has great army buffs that counter some of these problems and mitigate others, but it also has no intrinsic tools for playing that game, with no notable supercombatants of its own, whether recruited or summoned. Thus, how well Marverni handles the endgame depends on how well it can juggle spells to counter its opposition and assemble abusive combinations. There are two standard methods of obtaining supercombatants for the endgame, tartarian gate and wish, along with the unique summons. Marverni, obviously, manages better at wish, since it can forge clams and cast wish without any independent mages at all. You will want to start your clam-forging operation during the midgame to ensure you have enough astral pearls when you finish research on the high-end spells. Once you have the gems and research to cast wish, wish for pretender chassis and use gift of reason to mass-produce supercombatants. Unfortunately, this method is more expensive than getting tartarians, though usually pretender-chassis supercombatants are higher-quality and wish has a better variety of other potential uses. For army buffs, enchantment and alteration offer the most powerful high-end spells. In addition, at level 9, both of them have insanely powerful rituals: wish, which besides supercombatants can produce massive quantities of gems and blood slaves as well as taking specific artifacts from other players; nature's blessing, which will end all your cash problems forever; and astral nexus, which is more or less a game-winning move on its own if you can keep it up. Thaumaturgy gives essential mobility spells, and also has a few powerful combat spells of its own. Construction 8, for artifacts, offers some of everything if you can get there first. Finally, conjuration becomes the ultimate magic-diversity school and offers tartarians at level 9, if you've branched out into death magic, as well as the unique summons, most of whom also have supercombatant ability. |
Re: Nation Guide for Marverni
Nice guide!
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Re: Nation Guide for Marverni
Slingers are *not* useless.
They are much better than bare chested warriors for dealing with glamour. 1. Because glamour doesn't affect missiles (iirc) and 2. They are soooo cheap to mass. Doesn't matter whether you pop glamour with 20 pts of damage or 1. So pop it with as cheap a unit as possible. Slingers + windguide Slingers + flaming... |
Re: Nation Guide for Marverni
Yep, slingers can be a great in masses.
Slingers + Tangle Vines/Earth Meld against low protection elites Slingers + Destruction against high protection elites. I wouldn't use the Eponi knights for javelin throwing. Getting the first strike is better than javelins. |
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no lance for eponi knights
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Yep, but two attacks, which are more likely to kill than a javelin.
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I think the categorising of slingers as being useless is mainly due to the fact they're not really any better than indy slingers, which are readily available in ea and aren't exactly restricted by resources. So you would hardly notice it if marv had no recruitable slingers.
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Re: Nation Guide for Marverni
Nice guide, lots of good points there.
I disagree (like others here) that the slingers are useless. in addition to what others have said they make cheap(expandable) archer screens because of their shield and archer status. The carnute barechest is *not* useless at all. In mid to late game these guys surpass their noble brothers because you can mass them so easily and buff their protection. Don´t overlook the matrixes you can easily forge. Like Baalz mentions in his TC guide a couple matrixes and a crystal shield can save you two turns in combat. In Marverni midgame that means wooden/marble warriors+legions of steel+strength of giants and maybe antimagic or weapons of sharpness on your carnute barechests or pd turn one. Exensive yeah but that communion can teleport wherever you need it so if you have one your opponent needs to count on it in every battle. And you want to invest in those druids anyway. Marverni should take luck *and* order IMO. The bloodhenge druids are so good for kick starting bloodstone production that the lack of synergy is neglible. |
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I think nobles are better than barechests even when we're talking mass prot spells flying around, due to the way armour and base prot combine.
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I'd like to respond to a couple of points.
First, about slingers: I didn't mean that the slingers were useless in all circumstances, but rather they only have some niche uses and that independents outcompete them for the most part. A Marverni slinger is just as gold-expensive as a Marverni bare chest, and for the most part I usually find I'm gold-limited, not resource-limited, in recruitment. Moreover, independent slingers and archers of various sorts are comparable to the Marverni slingers and because they're resource-cheap, you can often hire 20 or so a turn from a forest or mountain province; I'd rather spend fortress turns on other units. Are there any real advantages slingers have that should make you choose them over independent archers, presuming you have access to both? Against archers, I've found slingers not to be so good: even shortbows outrange you and often the tribal or independent archers have more armor than you do so the shield doesn't give too much of an advantage. The AI/independents puts its archers way in the back so slingers will usually run into the heavy-infantry line before being able to shoot the archers, and against humans, a slingers-in-front deployment is easy to rout with a cavalry charge. Against glamored troops, slingers break glamor well but they have extreme trouble doing the killing afterwards. A typical example is Vanheim, where their huskarls have protection 9 and a shield, so they take little damage from slings but the Marverni bare chest's broad sword still works quite well, and unlike javelins and melee weapons, Marverni has no guaranteed easy way to buff them. (Yes, flame arrows, if you have fire on your pretender and found independent fire mages or can spare your pretender to buff your slingers.) Finally, Marverni gets lots of slingers in its PD, so even if you never hire a single one you still often have decent numbers available. Eponi knights get two attacks in CBM, but not in vanilla. In CBM I can see wanting to close first, though that's always a bit risky in MP because your opponent is probably thinking the same thing. I have more experience with vanilla so that's what I thought of first--I will probably add an addendum to future versions of the guide, which I will probably put on the wiki. The trouble with Carnute bare chests is I'm not sure when I'd use them. They really aren't much better at armor penetration than Marverni bare chests (7 axe + 11 Str = 18 versus 6 broad sword + 10 Str = 16) without berserk, but if you're using Carnute bare chests instead of Carnute nobles chances are you're up against high-damage or armor-negating attacks which will kill them in one hit and thus they won't go berserk. In the later parts of the game, I find that I have an overabundance of resources so I'd rather just hire more Carnute nobles even if I'm facing high-damage or armor-negating attacks because they aren't much more gold-expensive than the Carnute bare chests. Fantomen, I don't understand your comment: "Marverni should take luck *and* order IMO. The bloodhenge druids are so good for kick starting bloodstone production that the lack of synergy is neglible." I mean, I don't know what bloodhenge druids have to do with luck and order, and I've never seen bloodhenge druids as recruitables. (I have wished many times for them!) Luck and order can work if you're going for max scales; it works better in CBM, I think, because of the increased effect of luck on random events. |
Re: Nation Guide for Marverni
Well, Marveni slingers have shields, which archers don't. You also get more sling bullets than arrows so you can keep firing in long battles. Slings are strength-based, right? So Strength of Giants would help.
But, yeah. Generally inferior to indy archers. And I'd love to see recruitable Bloodhenge Druids. Even knowing they're not I'm still disappointed every time I find them and can only recruit normal druids. I think there might be a site? If not there should be. |
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Stupid precisations beside, great guide! Really a good job:) |
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Slings are not strength based.
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Good guide.
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Earth elementals are great at tying up PD and sometimes work much better than evocations at dealing damage. 3 E gems = two earth elementals, which will squish plenty of different types of PD without worrying (much) about them closing on your druid. I find this tends to work better than living earth in most situations. If you're doing a two man squad consider one summoning earth elementals and another buffing them (body ethereal or quickness/haste depending). You can rotate who's buffing and who's summoning to squeeze out extra buffed elementals. Lantern shields (if you've managed to get those paths) can work well in tying up enemy PD. Remote attack spells (call of the winds, call of the wild, arouse hunger, etc.) arrive at the same time as a teleporting druid and look a whole lot nastier when you drop mass protection/army of gold. Can be a good way to buy yourself some turns to hammer an enemy army. |
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Bloodhenge Druid Hero. That's CBM only, I assume?
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I don´t think so, but it´s possible. I´ve gotten used to playing with it on.
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Re: Nation Guide for Marverni
Taking luck only to maybe get a national hero that has a little blood doesn't sound very productive to me. One would be better off summoning Lamia Queens. I'd take misfortune, you need the points there.
I'd say the hardest thing about Marverni is precisely the Pretender design. You need good scales, there aren't many negative scales to take to gain some extra points. You could use a SC pretender very much since your start army is crap, and possibly only Monkey (Kailasa, Bandar Log, Patala) start army is worse. Having a rainbow mage for research is also important to get the spells you need to protect, body ethereal being the most important IMO. So, IMO, an awake pretender is a must, relatively good scales too, and those two are hard to combine with no free points. I'd recommend a PoD or a Ghost King as SC pretenders. You have the most important magic paths, only need death, those two cover the death path. Fire is irrelevant and while air is useful it's not vital. For a rainbow pretender I'd probably take the sage, rush to conjuration 3, alteration 3 and construction. Get a few firbolgs, equip them, buff them and win a fast war, keep low for a while, research and unleash hell. |
Re: Nation Guide for Marverni
A Phoenix also works as an awake Marverni god in CBM. Gives you Fire/Air instead of Death. Going with an SC god usually means you'll take Dom9, which is great for blood sacrificing. Indy commander/scout blood hunting is usually sufficient to gather slaves for sacrifice.
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Re: Nation Guide for Marverni
I've honestly never found phoenix to be worth it awake, he is too inconsistent a combatant until you have Alt 3 to be worth the extra 150 design points
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Re: Nation Guide for Marverni
In CBM he comes with Phoenix Pyre. You actually don't need mistform, because the way he kills or routs the indies is by getting hit and then blowing up. Sometimes he may not even kill all the enemy, but he'll do enough damage that a few troops can move in and clean up. He's immortal and flies, so you can just fly out from your capitol to the next indy province with positive dominion. You don't need Dom-9 with the Phoenix either, so you can afford Order-3 Prod-3 scales.
Two bugs are nasty for the Phoenix though: - If you get a 'diseased' affliction, then after you blow up for good you end up with 1HP when you are resurrected in your capitol. I think if you are diseased and have 1HP in late winter then you perma-die even if you are immortal. Unless this has beeen fixed? - Phoenix Pyre is bugged and occasionally your unit will clone itself after it explodes. If either unit is hit, both units appear to take damage. If you get killed when you are in this bugged state, it's a perma-death, even when you are in positive dominion. |
Re: Nation Guide for Marverni
I submitted several turns to illwinter with the diseased pretender problem. Since then I have played around 200 turns with a phoenix pretender.
And while the phoenix fix has caused another problem I dont remember - I can confim I no longer see the diseased pretender dying. I also have not seen the duplicated phoenix again - however, that was even a much rarer occurence. Phoenix is a rock solid choice for expansion. Chris tidbit: if you give the pretender the girdle of might, ivyking? helm, and ring of resilience.... you don't lose those items if you die. I like e4 or S4 or B4 depending on national mages as well. You only lose them if you lose the province. I will often post the phoenix front with air shield hold hold hold hold Attack Rear. This saves you 4 turns of fatigue, and is enought to let the phoenix explode 5+ times. |
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Anyhow, my favored pretender would be an imprisoned N5 (for Shrouds, and N5 because there were spare points) Divine Serpent, Dom-7, O3P3G3L3M1. Weaknesses are lack of magic diversity (so site search like crazy, find those Enchantresses, etc.) and potential danger of being rushed. Strengths are crazy amounts of gold and resources, which can go a long way to mitigating your weaknesses - loads of cheap barechesters to deal with most rushes, and cheap castles and temples to pump out more druids, which will help in fighting and get site searching up an running quite fast. Luck will pitch in your Heroes and also gems for site searching, maybe even empowering in non-national magic paths. |
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From what I remember they are normal Druids with more random path spread and extra blood. Which means with the boosters you should have you should have the most versatile blood mage(s) in game. Now, if you only had the slaves. |
Re: Nation Guide for Marverni
The question is will taking luck leave you enough points to take a useful pretender?
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If you are playing multiplayer, slaves usually aren't that hard to trade for at reasonable rates. Most blood nations will appreciate the hammers you can forge them in exchange for slaves, for example. |
Re: Nation Guide for Marverni
If a nation needs a guide how to survive an early rush, it's Maverni. Vulnerable to bless rushes (Kailasa exempt), tramplers and poison archers and awake SC pretender won't deter most of them.
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Re: Nation Guide for Marverni
tanglevines are your defense against bless rushes.
Add berserk or wind guide. |
Re: Nation Guide for Marverni
I haven't really seen tangle vines do much against the multiple bless/trampler raiding parties you run into in EA. Catching them with mages without crippling your research etc can be seriously high risk. Not seeing how berserk or wind guide really helps either when you're dealing with multiple groups of pd stompers.
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The pretender isn't there to help you defend from those rush nations, he's there to help you expand as quick as possible to get those extra forts with druids up. Sure they can go without an awake pretender, but your expansion will be much slower, the main army can barely take an average indie province and making another expansion party will take 2-3 turns, and it will still be fragile since Marverni troops aren't top class. Expanding faster will give you more gold which can be proportional to the extra cash but slower expansion with ultra scales. Does this make sense? As for luck, I feel it's better to just stick a little blood on the pretender. The heroes don't cover any other paths that your mages don't have already and if you just want them for the blood it's better to get some on the pretender. With luck 3 it's a 6% chance you'll get a hero every turn, which means you'll probably wait a long time to get the blood hero. Empowering in blood is very easy and cheap so I don't think it's a good trade off. Going with misf. 1 or 2 will give you 200 design points more and that something! |
Re: Nation Guide for Marverni
I agree with Executor about an awake pretender. Not only do you end up with more gold income, he can take high resource provinces bordering your capitol, allowing you to build more troops or better troops. Same with the luck scales, Marverni PD is actually pretty decent against barbarians, so you don't need to worry too much about bad events.
But I don't think you should put blood on your SC god. The only Marverni SC god it's cheap to add blood to is the Ghost King, and no way can you afford an awake Dom-9 GK even. I really think indy commanders (as cheap as possible) can pull in enough blood for Marverni to dabble a bit and do some sacrificing. If you want 120 points for scales and an awake SC god who can attack on turn 2, I think you're stuck with (CBM): A4F4 Dom-6 Phoenix pathless Dom-9 Wyrm or Manticore (I usually take Dom-10 on a Wyrm & never tried the Manticore) E5 Dom-5 Cyclops (I've never tried a Cyclops without Awe, but protection is good) pathless Dom-10 Bull (Haven't tried this either, but looks like it might work) maybe a Father of Winters (If you can freeze everyone before you take too much damage) |
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My conclusion - :doh::doh::doh::doh::doh: |
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Oh geez, now you made me go and try it! :)
It's not so bad, I cleared out 3 provinces 30 mixed heavy/light infantry 30 barbarians 40 mixed atlantians/shamblers And he didn't die, or get afflicted. Woo hoo! Just wait until he gets a pendant of luck and a girdle. I didn't even realize he came with N2, actually with Dom10 you can get N3 and have 1 point left or something, and 120 for scales. |
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By thau 2, you'll have sleep for the tramplers and other low MR critters. As a bonus, you can also berserk your carnutes at the same time. If you go the good scales route, you should be able to mass a bunch of regular troops with awesome morale and then back them with a few druids. I'm not quite sure how to stop giant rushes although maybe berserk carnutes with tangle vines. And maybe curse spam (also in Thau) line. |
Re: Nation Guide for Marverni
It was a few months ago that I tested the White Bull, and all I can really remember was that when the Bull was trampling it was all good and he killed things. When he wasn't trampling he just got his head smashed in. And buffing was out as he couldn't bring his fatigue back down without items (which made him useless as an early expander).
Thinking now though, maybe I was testing it without awe, as I'm sure at the time I was just looking for the cheapest N4 SC expander I could find. Might have been for my tests as EA Ermor actually (when I think about what nations I've tested since coming back) Still hard to imagine the White Bull having much use long-term though. Great HP mind you, especially in a dom 10 province. So maybe in CBM with Marverni, give him AMA and +5 reinvig amulet. Self buff with regen + ele fortitude + (barkskin), and have Druid buff with luck + body etherealness + iron will + (Iron Warriors), and he'll probably take a fair bit of stopping. Never looked at Marverni to give an opinion on what Pretender I'd take, but in the 'Legends of Faerun' game, the player 'Isokron' actually took an interesting Pretender for them. Can't remember the exact paths/scales (but scales were generally good), but it was a Mother of Serpents (CBM) where the freespawning serpents helped with the early expansion problems, along with the Pretender itself, and the Mother of Serpents could also be used to effectively heal the Marverni troops used in expansion. And then in mid-game, the Ambibate Noble Warriors that had been recruited almost exclusively were all affliction free, all had 2-3 stars of experience, and all possessed a fair amount of killing power because their attack/defence stats were boosted 2-3 points. Which makes a serious difference for that unit as the defence then starts getting close to 20, which is sacred territory. |
Re: Nation Guide for Marverni
Points for novelty (and perhaps even effectiveness in general with the freespawn) but I can't begin to imagine how burning both your troop's and pretender's time to heal up 12 HP units is a good use of a turn.
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Re: Nation Guide for Marverni
Calahan: I actually took the the mother of serpents sleeping which was what enabled good scales. Ambibate Noble Warriors have no trouble expanding against indies on their own in my experience (which is that one game and a few tests admitedly). Although you probably cant take much slooth, I think i had neutral resources in that game.
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Re: Nation Guide for Marverni
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Double plus bonus - it's not really that big a deal if you die if you have a bunch of mage priests (like Marverni). Outsource iron warriors and regeneration to your support mages and call your god back immediately every time he dies to do a pretty good impression of an immortal badass which your opponent *really* wishes you didn't have. |
Re: Nation Guide for Marverni
Somewhat unrelated (well, actually quite unrelated, but here we go) I've tried different ways to use White or Black Bull for Pangaea. Never occured to me to take Earth for a White Bull, have to try that, I've somehow missed that one from your guides Baalz :)
Anyway, with Black Bull you can with (EA) Pan get some nice results in SP very early on. Notice, never tried the following in MP, altough I did consider it for the on-going MP Magellan, but scratched in the end. Black Bull with Blood 4 casts Sabbath Slave, Attack Rear. There needs to be a few other slaves around (I had the pleasure to have some indy astral ones), else the fatigue can become a problem. Need two Pans as Slave Masters casting the usual self-buffs (Summon Earth Power, one of the skins, Personal Regeneration etc) and finally Reinvigoration and retreat off the field (or use a bow, if happens to have one). If astral mages are available, then one astral mage can cast the astral buffs (not to mention those astral-air amazons who can buff the air stuff too, and I still cant stop drooling at how a astral Crystal Priestess would have been able to buff Holy Avenger on the Bull... drool... sadly never got it to work), as long as he has the Retreat order before the Reinvigoriation is cast. Anyway, with the help of three Pans the Black Bull becomes quite a killer machine without the needing to cast the buffs himself. Indies actually did seem to rout before the Pans had retreated off the field. |
Re: Nation Guide for Marverni
Heheh, you know what occurred to me after reading this, that big invincible ball of regeneration would really like....blood vengeance. :)
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Re: Nation Guide for Marverni
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Re: Nation Guide for Marverni
I have updated my guide with some points in this thread and reformatted it for the wiki, at http://dom3.servegame.com/wiki/Time_...ki's_guide. I think that the wiki is really much less painful than the forum for doing this, so I'm just going to skip the forum intermediate on my next guide.
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Re: Nation Guide for Marverni
I think this is an incredibly well written guide. Great format albeit there are some disagreements with strategies already addressed previously in this thread.
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