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  #11  
Old April 12th, 2004, 08:59 PM
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Gandalf Parker Gandalf Parker is offline
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Default Re: The strenghts of Marignon

Everyone is covering the good stuff. I would just like to add that Marignon Assassins can do alot to soften up many of the independent provinces (avoid the ones with knights).

Give them the Dragon Helm and they do even better. And if you are going with some god that grants extra blessings then consider giving your assassin that shroud which automatically gives blessing to non-sacred commanders.
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  #12  
Old April 12th, 2004, 09:07 PM

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Default Re: The strenghts of Marignon

Quote:
Originally posted by wolfkinsov:
A lot of the things mentioned are great ideas, but someone said that Blessed knights are not good early game strategy, but I have found that just 5 of them backed by 30-40 crossbows and I wipe most independents up to scale 6.

Plus the Witch Hunter is a good combat mage and only 110. Cast ethereal and 2 Fire can really deal damage. Best thing about Marigon is there are many ways to play it.
WH cost 150. Still a good mage for body etheral and astral fire (with some help)
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  #13  
Old April 12th, 2004, 10:25 PM
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Default Re: The strenghts of Marignon

Quote:
Originally posted by Gandalf Parker:
Everyone is covering the good stuff. I would just like to add that Marignon Assassins can do alot to soften up many of the independent provinces (avoid the ones with knights).

Give them the Dragon Helm and they do even better. And if you are going with some god that grants extra blessings then consider giving your assassin that shroud which automatically gives blessing to non-sacred commanders.
Excellent point, the assassins are another veeery useful weapon in the arsenal of marignon.
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  #14  
Old April 13th, 2004, 12:10 AM

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Default Re: The strenghts of Marignon

Hmm, I hear you about friendly fire but I just have not seen it with this setup. I mean I water 9 and Nature 4 my knight engage closes and crossbows firing rear or archer and both set diagonally opposite each other and with only 5 knights that can hold whole units of infantry they almost never get hit. Yes Air 9 is good and would work just the same. But I am just not taking any significant friendly fire. Remember I just said this worked really well to mop up indies at 5-6 level. Late game might be different.
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  #15  
Old April 13th, 2004, 03:04 AM

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Default Re: The strenghts of Marignon

My soul ire with flagellents is that only 5 can be produced per turn. Any work arounds for this?
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  #16  
Old April 13th, 2004, 03:07 AM
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Graeme Dice Graeme Dice is offline
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Default Re: The strenghts of Marignon

Quote:
Originally posted by Spacepain:
My soul ire with flagellents is that only 5 can be produced per turn. Any work arounds for this?
Raise your dominion strength. As explained in the manual on page 23 you can only recruit as many non-commander sacred troops in each fortress as your current dominion strength.
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  #17  
Old April 13th, 2004, 03:28 AM
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Default Re: The strenghts of Marignon

Quote:
Originally posted by Spacepain:
My soul ire with flagellents is that only 5 can be produced per turn. Any work arounds for this?
lol, the amazing thing w/ flagellants is that they can be made at each of your castles in number equal to your dominion str (base dominion + #temples/5). This allows the creation of vast numbers fairly easily.
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  #18  
Old April 14th, 2004, 12:20 AM

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Default Re: The strenghts of Marignon

Alright, that makes a ton of sense. Also, what are these flaming xbows and flamings bows I hear so much about?
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  #19  
Old April 14th, 2004, 12:29 AM
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Default Re: The strenghts of Marignon

Enchant 4
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  #20  
Old April 14th, 2004, 01:07 AM

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Default Re: The strenghts of Marignon

To elaborate, the Flaming Arrows come from a level 4 Enchantment spell that requires a power of 3 in Fire Magic, and one fire gem. All of this is pretty easy to come by if you're Marignon, and Crossbowmen are among your cheapest units anyway, so the spell can give pretty impressive results.
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