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				June 15th, 2007, 01:27 PM
			
			
			
		  
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				General 
				
				
				
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				Re: Sacred Units!!
			 
             
			
		
		
		
		Area effect poison does wonders.  
Sauromatia's poison archers did a number on my Vanheres, but they are slower and unshielded.  
 
For the repel on the length 0 hoof, (I assume you're talking about repel) doesn't it have to hit? Or do I misunderstand repels? 
		
	
		
		
		
		
		
		
		
		
		
	
		
		
	
	
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				June 15th, 2007, 01:37 PM
			
			
			
		  
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				First Lieutenant 
				
				
				
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				Re: Sacred Units!!
			 
             
			
		
		
		
		Reef warriors have this cool little thing where attackers with length 1 automatically get hit by (I think weak) poison, thanks to coral armor.  Which turns off glamour the next turn by causing damage.   
 
After that they become much more vulnerable. 
		
	
		
		
		
		
		
		
		
		
		
	
		
		
	
	
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				June 15th, 2007, 02:38 PM
			
			
			
		  
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				Second Lieutenant 
				
				
				
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				Re: Sacred Units!!
			 
             
			
		
		
		
		Hmm. 
I really like ancestor vessals with W9D9. AFAIK both affect shooting and melée, hence, lots of howling affliction causing arrows. Unfortunately, pretender cannot cast either wind guide or flaming arrows. 
		
	
		
		
		
		
		
		
			
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				June 15th, 2007, 02:54 PM
			
			
			
		  
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				Brigadier General 
				
				
				
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				Re: Sacred Units!!
			 
             
			
		
		
		
		I prefer ancestor vessels with a cheaper W9N4. The D9 extra damage dosnt work on shooting(just afflictions, i prefer to kill enemies than to cripple them) and the nature keeps afflictions away from my ancestor vessels which i consider a top priority. On all but the cheapest sacreds(flagellants/maybe mictlans) a heavy death bless seems a bit of a waste to me. 
		
	
		
		
		
		
		
		
		
		
		
	
		
		
	
	
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				June 15th, 2007, 03:06 PM
			
			
			
		  
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				Re: Sacred Units!!
			 
             
			
		
		
		
		
	Quote: 
	
	
		
			
				Micah said: 
The queen died in the initial charge to the lance AP-damage bonus?  
			
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 Yea, she probably did, should have had bodyguards I guess.  
		
	
		
		
		
		
		
		
		
		
		
	
		
		
	
	
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				June 15th, 2007, 08:31 PM
			
			
			
		  
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				Re: Sacred Units!!
			 
             
			
		
		
		
		With Niefelheim, the first thing you want to do is research the spell that lets them fly. That takes care of them having to wade through chaff while you fire flaming arrows and such at them.   
 
They are really handicapped against undead though-I'll testify to that-so the best thing there is to switch from Niefels to the regular priests until you've researched Dust to Dust.  
 
With Jarls, you have to think of each one as a piece in a puzzle. Very few tactics are going to work against every single thing a Jarl can do, and one Jarl can have a significant effect on an entire enemy army. So build atleast one specifically to counter whatever tactic you think your enemy is going to throw at you.  
 
Equip one for MR-give him a starshine, a lead shield, and an amulet of antimagic-you'll have a unit with an MR up around or above 30. Give another one morale boosters and berserker buff, boost a third with 2 swords of sharpness, a horned helmet, a ring of the warrior, and as much quickness as possible, so he can deal with heavy SCs. Give a fourth an eye of aiming and a storm bow so he can take out casters using area effect. Make a fifth resistant to everything with elemental armor and a snake ring, and equip him with a hellsword. Give a sixth a ring of regen and an amulet of reinvigoration. Arm a seventh with a holy lance and make him your Prophet, so he can deal with undead infestations.   
 
Put them all in the same army, with decent support, and atleast 1 of them is going to do a lot of damage to whatever would otherwise stop you. 
		
	
		
		
		
		
		
		
			
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				June 15th, 2007, 10:59 PM
			
			
			
		  
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				Re: Sacred Units!!
			 
             
			
		
		
		
		I'd much rather grab soul vortex than a spell that's easily countered by a storm (mass flight) and requires A4 when your leaders only have access to A1. At that point you'll also have arrow fend, making mass flight to counter flaming arrows somewhat redundant. Not to mention that flying units tend to get split up out of formation, which seems like a bad thing for the giants. Plus it's level 7 research compared to Flaming Arrows at level 4... 
		
	
		
		
		
		
		
		
		
		
		
	
		
		
	
	
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				June 16th, 2007, 11:46 AM
			
			
			
		  
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				Re: Sacred Units!!
			 
             
			
		
		
		
		Flight, on the other hand, is much lower research and only requires A2. It only works on a single unit but with niefelheim that isnt too big a problem. 
		
	
		
		
		
		
		
		
		
		
		
	
		
		
	
	
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				June 16th, 2007, 02:57 PM
			
			
			
		  
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				Re: Sacred Units!!
			 
             
			
		
		
		
		A Niefel Jarl doesn't get split up out of formation-a Niefel Jarl *is* the formation    
		
	
		
		
		
		
		
		
			
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				June 16th, 2007, 03:09 PM
			
			
			
		  
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				Re: Sacred Units!!
			 
             
			
		
		
		
		The only way to split up a Jarl's formation is with the edge of a sword. 
 
Jazzepi 
		
	
		
		
		
		
		
		
		
		
		
	
		
		
	
	
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