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				November 30th, 2007, 06:09 AM
			
			
			
		  
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				Second Lieutenant 
				
				
				
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				Re: Mod Nation Playing Guides
			 
             
			
		
		
		
		llamabeast isn't running with a W9N4 bless in Marmoset    
You will have to keep guessing SlipperyJim.  
		
	
		
		
		
		
		
		
		
		
		
	
		
		
	
	
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				November 30th, 2007, 12:27 PM
			
			
			
		  
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				Sergeant 
				
				
				
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				Re: Mod Nation Playing Guides
			 
             
			
		
		
		
		
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				Digress said: 
llamabeast isn't running with a W9N4 bless in Marmoset    
 
You will have to keep guessing SlipperyJim. 
			
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 I never said he was.    I simply said that I would probably run W9N4, because it would be different from my preferred F9N4 bless.
 
The llama-man is probably running something totally bizarre like B9A4.    Then again, since I'm not playing in Marmoset, it's really none of my business.    
		
	
		
		
		
		
		
		
			
		
		
		
		
		
		
	
		
		
	
	
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				October 8th, 2008, 05:15 PM
			
			
			
		  
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				Sergeant 
				
				
				
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				Re: Mod Nation Playing Guides
			 
             
			
		
		
		
		maybe I will do an updated version of my Skaven guide and post it here but for now my old one is still here  http://forum.shrapnelgames.com/showthread.php?t=38523 if anyone finds anything to horribly disagree about please let me know and when I do the updated version I will at least consider your suggestions.  
		
	
		
		
		
		
		
		
		
		
		
	
		
		
	
	
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				October 8th, 2008, 06:31 PM
			
			
			
		  
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				Lieutenant General 
				
				
				
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				Re: Mod Nation Playing Guides
			 
             
			
		
		
		
		Personally I think E9 is great for nearly all nations with decent sacred troops and sacred mages. THe reinvig on mages is so good end game that it's a same not to use it. The extra prot seems to be discarted here but I think it will actually be very very helpfull on any unit even heavily armoured ones. 
My choice for UR would probably be E9 and then either W9 or S9 which are both good.
 
Is a triple bless possible EW and S 9 might give you very very strong sacreds    might be worth to sacrifice even some prod scale here since you'd need much less troops.  
		
	
		
		
		
		
		
		
			
				__________________ 
				Want a blend of  fantasy and  sci-fi? Try the total conversion   Dominions 3000  mod  with a new and fully modded solar system map. 
Dragons wanted? Try the  Dragons, Magic Incarnate nation. 
New and different undead nation? Try  Souls of Shiar. Including new powerfull holy magic. 
In for a whole new sort of game? Then try my scenario map   Gang Wars.
			  
		
		
		
		
		
		
	
		
		
	
	
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				October 10th, 2008, 11:39 PM
			
			
			
		  
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				General 
				
				
				
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				Re: Mod Nation Playing Guides
			 
             
			
		
		
		
		Triple blesses are hard to ever make cost-effective. The only Pretender that really works with a triple bless is EA Mictlan's 'Smoking Mirror'. He starts with 3 paths-fire, blood, and death, all of which do nice things for Mictlan's sacreds. 
		
	
		
		
		
		
		
		
			
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				October 11th, 2008, 05:21 AM
			
			
			
		  
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				Re: Mod Nation Playing Guides
			 
             
			
		
		
		
		I think you'd have to be nuts to use a F9B9D9 bless - you're making use of two weak blesses. A F9W9 would beat that pretty easily. 
 
If you are talking triple blesses where they aren't 9s - there are loads of pretenders that can do that. 
		
	
		
		
		
		
		
		
		
		
		
	
		
		
	
	
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				October 11th, 2008, 03:09 PM
			
			
			
		  
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				General 
				
				
				
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				Re: Mod Nation Playing Guides
			 
             
			
		
		
		
		I think I'd skip D9. It's pretty worthless, don't you think? especially with F9. So maybe F9, B9, D4-6, since Smoking Mirror starts with F, D, B. I don't think anyone starts with both F and W. Atleast, I can't think of a single Pretender, for any Nation, that does. 
		
	
		
		
		
		
		
		
			
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				October 11th, 2008, 03:17 PM
			
			
			
		  
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				Re: Mod Nation Playing Guides
			 
             
			
		
		
		
		B9 is worse than D9. It's definitely the worst 9 bless by far. 
		
	
		
		
		
		
		
		
		
		
		
	
		
		
	
	
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				October 12th, 2008, 02:32 AM
			
			
			
		  
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				General 
				
				
				
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				Re: Mod Nation Playing Guides
			 
             
			
		
		
		
		I don't know how much I really like the fire 9 bless.  An ap fire attack is nice and all, and can hit ethereals, but a 6 ap damage attack seperate from the base attack isn't really all that useful against heavily armored units.  I think I would actually prefer blood for killing high prot units, because a relatively small damage increase can mean a world of difference when trying to hurt them. 
		
	
		
		
		
		
		
		
		
		
		
	
		
		
	
	
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				October 12th, 2008, 02:45 AM
			
			
			
		  
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				Re: Mod Nation Playing Guides
			 
             
			
		
		
		
		That's something I never did figure out-what exactly does *death curse* do? It sounds pretty bad, like you don't want it to happen to you, or the hoburg next to you, but-mechanically speaking-why not? 
		
	
		
		
		
		
		
		
			
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