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November 15th, 2007, 10:41 AM
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General
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Join Date: Apr 2005
Posts: 3,327
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Re: Jotunheim MA Guide
Yeah, I used quite a few javelineers. They seemed to hold up as well as the other giants in melee, plus the initial javelins before the lines closed. Since they're strength based they get good range and damage.
Hirdmen, Javelineers and Vaetti were my main armies. I didn't use enough Vaetti. They are better than they look. And cheap. and stealthy.
Woodsmen, even blessed, are too vulnerable to arrows.
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November 15th, 2007, 11:18 AM
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Colonel
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Join Date: Jun 2007
Location: Finland
Posts: 1,617
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Re: Jotunheim MA Guide
For best combat effectiveness, the Vaetti infantry should be mixed with the size 4 giants. You'll have to make a bit of a grafty combat placment since the Vaetti and Giants have different AP values, but a giant sharing his square with two vaetti is three times more dangereous than alone giant.
Even if the Vaetti don't manage to deal any damage in melee, their attacks will cause the opponents defence to go down. It also makes the giant much more resistant to ganging sice opposing attacks get separated between the giant and vaettis.
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November 15th, 2007, 02:12 PM
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Second Lieutenant
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Join Date: Jul 2007
Location: Durham, NC
Posts: 509
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Re: Jotunheim MA Guide
Good replies, everyone. I'm going to make some changes to the guide based on your comments, and I'm also going to try out some of the concepts in which I don't have first hand experience. Not sure when that'll happen, maybe a couple days.
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November 15th, 2007, 06:41 PM
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Second Lieutenant
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Join Date: Jul 2007
Location: Durham, NC
Posts: 509
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Re: Jotunheim MA Guide
Baalz: I tried some moosery in enemy territory but I couldn't quite make it work. The Moose Rider's stats don't reflect their combat performance. The bite and kick are damage 16, but you're lucky if they ever hit anything. If you're fighting against weak PD (Giants, Monkeys, units with no shields, etc) you'll do fine and you can also beat most PDs of 1, but you're investing 500 gold into raiding. It just doesn't turn out to be practical.
But if you want to have fun, the Death Hags can frighten or skelly spam while the Meese shoot. Astral Hags don't work out that well.
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Mathusalem: I wrote up a more comprehensive Skratti guide, let me know if that helps answer your questions
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I also incorporated the comments from several other posts. Thanks, guys.
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November 15th, 2007, 06:54 PM
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Lieutenant Colonel
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Join Date: May 2007
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Re: Jotunheim MA Guide
It's a pity the meeses don't have shields or protection or decent defense. But they're size four and have more hitpoints than Skratti. Perhaps a few would make a decent decoy if Skratti entered as Steatlhy wolf-form, scripted a change form to Jotun.
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November 15th, 2007, 07:03 PM
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General
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Join Date: Apr 2005
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Re: Jotunheim MA Guide
The Skratti Werewolf form actually has one less in each path, so it can have either 2 Water or 2 Blood, depending on the randoms. I usually used the 3W2B Skrattis as thugs, since they'd lose less fatigue casting.
And the thugs would just stay in Werewolf form, so I had no problem equipping them.
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November 15th, 2007, 08:21 PM
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Lieutenant Colonel
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Join Date: May 2007
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Re: Jotunheim MA Guide
But, don't they have three forms?
When do they switch to werewolf, Jotun Wolf, and Skratti?
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