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  #11  
Old November 22nd, 2011, 06:24 PM
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Default Re: Opening Gambit

Well, thematically (which is how I play- sp only, of course), the idea of someone with mystical powers (a mage) becoming a prophet is quite appealing, and the resulting priest-mage is always pretty cool to imagine.

But strategically, what I said before is best.
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  #12  
Old November 22nd, 2011, 06:53 PM

JonBrave JonBrave is offline
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Default Re: Opening Gambit

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Originally Posted by brxbrx View Post
Well, thematically (which is how I play- sp only, of course), the idea of someone with mystical powers (a mage) becoming a prophet is quite appealing, and the resulting priest-mage is always pretty cool to imagine.
You took the words out of my mouth! I can only have one prophet, I certainly don't wish to waste it on some lowly scout....

Having said that, I understand the strategic points you all explain very well --- thanks. I appreciate the point that I'm wasting a mage's magic talents on a guy who should be blessing. (And I thought I was supposed to "use" the Prophet's extra dom hit points to make him aggressive in battle, so again I was looking for a more significant guy.)
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  #13  
Old November 22nd, 2011, 09:28 PM

Starbelly Geek Starbelly Geek is offline
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Default Re: Opening Gambit

You can only have one prophet at a time, but the prophet's biggest value is in its ability to spread your dominion, so a scout works well because it can spread dominion stealthily OR travel along with your army as a smiter and maybe a Divine Blesser. Also, you start with it, and prophetizing it doesn't take away a mage turn.

Other than H3 units, I like to prophetize a young MA Ulm Smith to groove those evocations; LA Pangaea it's worth considering your strategy before you decide where to put that H3; death-emphasis nations can benefit a lot by prophetizing an undead commander or mage.

But there's a lot to be said for prophetizing that first scout.

For a conundrum, look at the starting leaders for Sauromatia and figure out who best to prophetize.
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  #14  
Old November 22nd, 2011, 10:42 PM
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Default Re: Opening Gambit

Is there much point to going for H6? With a Sword of Justice/Injustice, prophet, maybe some Ritual of Rebirth+making your mummy a prophet anew, is it worthwhile?
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  #15  
Old November 23rd, 2011, 05:28 AM

BewareTheBarnacleGoose BewareTheBarnacleGoose is offline
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Default Re: Opening Gambit

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Is there much point to going for H6? With a Sword of Justice/Injustice, prophet, maybe some Ritual of Rebirth+making your mummy a prophet anew, is it worthwhile?
A few nation-specific holy spells (EA Ermor and Jomon have conversion spells, and EA Atlantis has a spell that raises magic resistance, but only if the unit fails the MR check) require MR checks for which the extra holy levels would add penetration. It's not worth the effort, though.

I suppose that you could have a really killer preacher if you did those tricks with an inquisitor, but I wouldn't bother.
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  #16  
Old November 23rd, 2011, 11:39 AM

triqui triqui is offline
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Default Re: Opening Gambit

I often set the commander to patrol, so I can raise the taxes to 150% in the first turn, and make the scout prophet. Sometimes I prophetize some specific commander (like a H3 to get a H4), but often anyone can do the trick. In some specific cases, you might want to prophetize a specific chasis (for example, a Niefel Jarl if you want to give him the bless, and prophet stat bonuses)
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  #17  
Old November 23rd, 2011, 02:29 PM
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Default Re: Opening Gambit

Also... Smite spam iirc is much more efficient with a low enc scout than commander.

I always wait a turn and not blindly attack a cap adjacent prov on turn1. There are too many "special" indies that can trash your early army. I choose the easiest prov on turn 2 ( buy low/mid mage + appropriate troops) and often combine attack on turn 3 with my new cap army, I then transfer the mage troops and leave the Mage to site search, my preference anyway..
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  #18  
Old November 23rd, 2011, 04:53 PM

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Default Re: Opening Gambit

I play SP Vanilla, usually with an imprisoned pretender, especially with a large map. I usually bump the taxes up to 200% for the first turn, then reduce to 100%, while patrolling with the commander. Scout scouts. Hire the best mage possible on the first turn then prophetize. For MA Man I go with the mother; the crone tends to go old age too early. Turn two I hire another combat mage. Turn three the party sorties for the easiest province and I hire another mage to start researching. Turn four I hire another scout and return party to capital if I took a lot of casualties, otherwise I head for another weak province. Then I alternate scout and research mage. I try to maximise research and grab surrounding provinces as quick as possible. I hire scouts from those indy provinces as soon as possible so that the cap can do the research mage thing. I also will hurry to generate a search mage, a ritual spell mage and a construction mage.

I have not taken the jump to playing MP; I understand that my opening will leave me pretty vulnerable to rush attacks :-)
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  #19  
Old November 23rd, 2011, 05:18 PM

JonBrave JonBrave is offline
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Default Re: Opening Gambit

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Originally Posted by Zorfwaddle View Post
Hire the best mage possible on the first turn then prophetize.
Same as I was saying above! Though if you read, it turns out not to be the best idea

But in what you are saying above, why are you hiring so many scouts so early? Can't see you need many
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  #20  
Old November 23rd, 2011, 05:21 PM

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Default Re: Opening Gambit

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Quote:
Originally Posted by Zorfwaddle View Post
Hire the best mage possible on the first turn then prophetize.
Same as I was saying above! Though if you read, it turns out not to be the best idea

But in what you are saying above, why are you hiring so many scouts do early? Can't see you need many
I guess it's the ex-spook in me... I prefer to get a bunch out in every direction, for a little intel, recce and surveillance :-)

As for the mage thing, I like to be able to bring down as much variety of artillery as possible, holy or otherwise. If I get a chance, the prophet gets as many path enhancers or empowerment as possible.
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