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April 12th, 2004, 08:43 PM
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Corporal
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Re: The strenghts of Marignon
Quote:
Originally posted by archaeolept:
yah, that can be done, but your knights will take heavy friendly fire damage unless the bleesing you took is very high air (8 - 10)
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then don't use'em. 5 Knights, a witchhunter and a few heavy inf. are usually enough for indy 5-6 (except indie-provinces with knights and other exceptional indies with mages like f.e. amazons)
edit: and if you have an astral 9, fire 9 pretender your astral bless effect will negate quite a bit of friendly fire (though I'd rather have it for when it counts)
[ April 12, 2004, 19:47: Message edited by: Tricon ]
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April 12th, 2004, 08:59 PM
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Shrapnel Fanatic
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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.
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This game is NOT suitable for students, interns, apprentices, or anyone else who is expected to pass tests on a regular basis. Do not think about strategies while operating heavy machinery. Before beginning this game make arrangements for someone to check on you daily. If you find that your game has continued for more than 36 hours straight then you should consult a physician immediately (Do NOT show him the game!)
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April 12th, 2004, 09:07 PM
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Lieutenant Colonel
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Re: The strenghts of Marignon
Quote:
Originally posted by wolfkinsov:
A lot of the things mentioned are great ideas, but someone said that Blessed knights are not good early game strategy, but I have found that just 5 of them backed by 30-40 crossbows and I wipe most independents up to scale 6.
Plus the Witch Hunter is a good combat mage and only 110. Cast ethereal and 2 Fire can really deal damage. Best thing about Marigon is there are many ways to play it.
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WH cost 150. Still a good mage for body etheral and astral fire (with some help)
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Currently playing: Dominions III, Civilization IV, Ageod American Civil War.
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April 12th, 2004, 10:25 PM
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Corporal
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Re: The strenghts of Marignon
Quote:
Originally posted by Gandalf Parker:
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.
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Excellent point, the assassins are another veeery useful weapon in the arsenal of marignon.
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April 13th, 2004, 12:10 AM
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Corporal
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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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April 13th, 2004, 03:04 AM
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Corporal
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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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April 13th, 2004, 03:07 AM
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General
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Re: The strenghts of Marignon
Quote:
Originally posted by Spacepain:
My soul ire with flagellents is that only 5 can be produced per turn. Any work arounds for this?
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Raise your dominion strength. As explained in the manual on page 23 you can only recruit as many non-commander sacred troops in each fortress as your current dominion strength.
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