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November 30th, 2007, 06:09 AM
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Second Lieutenant
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Join Date: Feb 2007
Location: Sydney, Australia
Posts: 437
Thanks: 18
Thanked 2 Times in 2 Posts
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Re: Mod Nation Playing Guides
llamabeast isn't running with a W9N4 bless in Marmoset
You will have to keep guessing SlipperyJim.
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November 30th, 2007, 12:27 PM
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Sergeant
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Join Date: Feb 2007
Location: Northern VA, USA
Posts: 321
Thanks: 51
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Re: Mod Nation Playing Guides
Quote:
Digress said:
llamabeast isn't running with a W9N4 bless in Marmoset
You will have to keep guessing SlipperyJim.
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I never said he was. I simply said that I would probably run W9N4, because it would be different from my preferred F9N4 bless.
The llama-man is probably running something totally bizarre like B9A4. Then again, since I'm not playing in Marmoset, it's really none of my business.
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October 8th, 2008, 05:15 PM
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Sergeant
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Join Date: Dec 2006
Location: The wild barbaric north
Posts: 215
Thanks: 50
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Re: Mod Nation Playing Guides
maybe I will do an updated version of my Skaven guide and post it here but for now my old one is still here http://forum.shrapnelgames.com/showthread.php?t=38523 if anyone finds anything to horribly disagree about please let me know and when I do the updated version I will at least consider your suggestions.
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October 8th, 2008, 06:31 PM
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Lieutenant General
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Join Date: Sep 2007
Posts: 2,691
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Thanked 39 Times in 31 Posts
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Re: Mod Nation Playing Guides
Personally I think E9 is great for nearly all nations with decent sacred troops and sacred mages. THe reinvig on mages is so good end game that it's a same not to use it. The extra prot seems to be discarted here but I think it will actually be very very helpfull on any unit even heavily armoured ones.
My choice for UR would probably be E9 and then either W9 or S9 which are both good.
Is a triple bless possible EW and S 9 might give you very very strong sacreds might be worth to sacrifice even some prod scale here since you'd need much less troops.
__________________
Want a blend of fantasy and sci-fi? Try the total conversion Dominions 3000 mod with a new and fully modded solar system map.
Dragons wanted? Try the Dragons, Magic Incarnate nation.
New and different undead nation? Try Souls of Shiar. Including new powerfull holy magic.
In for a whole new sort of game? Then try my scenario map Gang Wars.
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October 10th, 2008, 11:39 PM
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General
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Join Date: Oct 2006
Posts: 3,445
Thanks: 85
Thanked 79 Times in 51 Posts
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Re: Mod Nation Playing Guides
Triple blesses are hard to ever make cost-effective. The only Pretender that really works with a triple bless is EA Mictlan's 'Smoking Mirror'. He starts with 3 paths-fire, blood, and death, all of which do nice things for Mictlan's sacreds.
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You've sailed off the edge of the map--here there be badgers!
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October 11th, 2008, 05:21 AM
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BANNED USER
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Join Date: Feb 2007
Posts: 5,463
Thanks: 165
Thanked 324 Times in 190 Posts
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Re: Mod Nation Playing Guides
I think you'd have to be nuts to use a F9B9D9 bless - you're making use of two weak blesses. A F9W9 would beat that pretty easily.
If you are talking triple blesses where they aren't 9s - there are loads of pretenders that can do that.
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October 11th, 2008, 03:09 PM
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General
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Join Date: Oct 2006
Posts: 3,445
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Re: Mod Nation Playing Guides
I think I'd skip D9. It's pretty worthless, don't you think? especially with F9. So maybe F9, B9, D4-6, since Smoking Mirror starts with F, D, B. I don't think anyone starts with both F and W. Atleast, I can't think of a single Pretender, for any Nation, that does.
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You've sailed off the edge of the map--here there be badgers!
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October 11th, 2008, 03:17 PM
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BANNED USER
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Join Date: Feb 2007
Posts: 5,463
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Thanked 324 Times in 190 Posts
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Re: Mod Nation Playing Guides
B9 is worse than D9. It's definitely the worst 9 bless by far.
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October 12th, 2008, 02:32 AM
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General
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Join Date: Oct 2007
Posts: 3,007
Thanks: 171
Thanked 206 Times in 159 Posts
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Re: Mod Nation Playing Guides
I don't know how much I really like the fire 9 bless. An ap fire attack is nice and all, and can hit ethereals, but a 6 ap damage attack seperate from the base attack isn't really all that useful against heavily armored units. I think I would actually prefer blood for killing high prot units, because a relatively small damage increase can mean a world of difference when trying to hurt them.
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October 12th, 2008, 02:45 AM
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General
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Join Date: Oct 2006
Posts: 3,445
Thanks: 85
Thanked 79 Times in 51 Posts
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Re: Mod Nation Playing Guides
That's something I never did figure out-what exactly does *death curse* do? It sounds pretty bad, like you don't want it to happen to you, or the hoburg next to you, but-mechanically speaking-why not?
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