Re: Marignon strategy
Marginon with misfortune 3 is a bad idea in my mind. The heros for Marg are pretty nice to run into. Personally I'd go for as much luck and production as you can afford based on your magic. I think you'll find you don't need the extra income from order as much as you'll like the production and the luck boni. That's for SP anyway, for MP... I dunno, I'd still lean against misfortune3, even with order its not as good as it was.
I'd rush research to get flaming arrows, xbows with those babies are real nice. Consider using a 9th level blessing effect for your knights, either water or earth (earth is nice since most (all?) of your mages are holy and the reinvigoration is a good bonus). Otherwise build a knight (or more as production allows) a turn, fill in the rest with xbows and the occasional higher protection infantry (indies are fine for them too). Set your group of knights on one or both flanks with hold and attack rear, set your infants infront of your xbows with gaurd commander, and stick their commander (someone expendable) in their midst with holdx5 then stay behind. Set your xbows to fire at archers, or fire at closest, or have multiple Groups of xbows with multiple targets, whatever you need depending on whom you are up against. Fire gets alot of good spells out of evocation, so get that up to lvl 4 or 5 eventually, and as you can work in construction you can start making your mages pretty nice, though expensive to lose.
Using strats like that I can whomp up on the AIs pretty well, even Ermor, though with them I tend to get a few higher level priests and even friars (at other fortresses). Marg isn't that to play really, at least vs. the AI.
|