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November 15th, 2007, 03:45 AM
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Major General
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Join Date: Jan 2004
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Re: Jotunheim MA Guide
You need to be careful. I think you lose ALL gear if you shapeshift into a form without an already occupied slot, like a hand slot.
Jazzepi
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November 15th, 2007, 04:09 AM
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BANNED USER
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Join Date: Feb 2007
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Re: Jotunheim MA Guide
I disagree completely about moose riders. They are damn near useless in melee and make rubbish archers. The only real use I can think of for them is with their size they might soak up some spells meant for better targets. But since most of your stuff will be Jotuns, I don't see how that will work out too well either. They are certainly far worse than wolf riders, who make decent flankers.
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November 15th, 2007, 10:18 AM
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Second Lieutenant
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Re: Jotunheim MA Guide
I agree on the uselessness of moose riders(but they are nice to look at), and I think javelineers are quite good, they often deal a lot of damage in 2 rounds.(used on a flank)
More important, you've got no practical access to archer buff spells, so archers aren't going to win your day.
This makes javelineers mores interesting because they deal quite a punch in melee.
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November 15th, 2007, 10:41 AM
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General
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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
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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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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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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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