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  #1  
Old September 28th, 2009, 11:41 AM

Illuminated One Illuminated One is offline
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Default Re: Why convert the starting scout to a prophet in turn 1

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You want stealth preaching. A unit with sneak and Hx can preach while hiding, allowing you pinpoint targetting on dominion spread, possibly in a dom-kill attempt. And he gets his prophet dom-spread check as well. Speaking of...
Did you try this?
I did, even backed up by stealthy priests and normal domspread, no way.
A h3 priest has a 90% chance - 5 * enemy domstrength, so against a dom 6 (which is already on the lower end) you have 60% chance to reduce a candle from the capital and another one for being prophet, but the enemy gets 3 to 6 100% chances or so every turn...

He is quite handy to push away evil dom though.
Every bit helps. It's especially useful if you've captured the capitol and are preaching there, but the dominion you are trying to kill exists in a neighbor province that you cannot invade (because it belongs to a third party, or because your army needs to sit on the cap in case of a possibility of break siege). This can make the difference between an easy capitol capture from a dom kill, and a hellacious fight against a horde of enemy mages.
Hmm, well I was thinking of domkill as a strategy not as a coup de grace now. In that case it might help you, however I'd still say that's a niche situation - as soon as your enemy realizes his dom is dying he has no other chance than to try and break the siege and give you the fight.
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Old September 28th, 2009, 06:55 PM
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vfb vfb is offline
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Default Re: Why convert the starting scout to a prophet in turn 1

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Did you try this?
I did, even backed up by stealthy priests and normal domspread, no way.
A h3 priest has a 90% chance - 5 * enemy domstrength, so against a dom 6 (which is already on the lower end) you have 60% chance to reduce a candle from the capital and another one for being prophet, but the enemy gets 3 to 6 100% chances or so every turn...

He is quite handy to push away evil dom though.
Every bit helps. It's especially useful if you've captured the capitol and are preaching there, but the dominion you are trying to kill exists in a neighbor province that you cannot invade (because it belongs to a third party, or because your army needs to sit on the cap in case of a possibility of break siege). This can make the difference between an easy capitol capture from a dom kill, and a hellacious fight against a horde of enemy mages.
Hmm, well I was thinking of domkill as a strategy not as a coup de grace now. In that case it might help you, however I'd still say that's a niche situation - as soon as your enemy realizes his dom is dying he has no other chance than to try and break the siege and give you the fight.
Well, I just had that niche situation happen twice in a row in the same game. YMMV of course, and it helps to have H3s and/or inquisitors to actually wipe out the enemy cap dominion.
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Old September 29th, 2009, 09:56 PM

chrispedersen chrispedersen is offline
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Default Re: Why convert the starting scout to a prophet in turn 1

Usually I prophetize the scout when I:

a). I need the commander to patrol, because I've set the taxes to 200 or so.

b. When I need the extra fire power - for example some nations have standard commanders - so keeping them near the troops is a good idea.

c. I like flying scouts - so pangaiea is cool.
d. Some units (vanheim?) have mages that are too useful to prophetize.
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Old October 4th, 2009, 06:34 PM

melnorjr melnorjr is offline
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Default Re: Why convert the starting scout to a prophet in turn 1

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Usually I prophetize the scout when I:

a). I need the commander to patrol, because I've set the taxes to 200 or so.
200? I know its customary to jack up taxes a bit for the first turn, but does anyone ever have a starting army big enough to patrol down 200 taxes worth of unrest?
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Old October 4th, 2009, 07:30 PM
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Default Re: Why convert the starting scout to a prophet in turn 1

Caelum can do it, otherwise I dont think any oter nation can go so high without unrest on turn one.

Pangea can recruit 40 harpies on turn one and go up to 200% from turn 2 onwards.
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Old October 4th, 2009, 08:40 PM

chrispedersen chrispedersen is offline
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Default Re: Why convert the starting scout to a prophet in turn 1

Caelum is the reason that comes to mind - but it also depends on what I'm trying to accomplish and my scales.

Ermor sometimes wishes to raise undead.

As a possible for instance: You have a Heavy, usually cap only unit that is capable of soloing provinces. You want to prophetize it.

Sometimes the slot of time for the capitol only slot is worth more than the loss of gold.
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