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  #11  
Old April 22nd, 2007, 09:49 AM
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Default Re: Dud units / monsters / summons

Shouldn't you be hiding the Flaggies behind a small screen of some high armor troops and have them flank from the top and the bottom? That seems like a pretty good use of them to me.

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  #12  
Old April 22nd, 2007, 10:49 AM
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Default Re: Dud units / monsters / summons

Quote:
Sandman said:
The Lord Warden.

It's not that he's especially bad, but he's capital-only and can't compete with Crones or Daughters of Avalon. He's a stealthy leader, but the Mother of Avalon has the same leadership level and decent magic to boot.
I don't think a Lord Warden is a terrible choice for a prophet. It kind of fits in with the whole subversion theme for Man too (bards & stealthy priests). So just build one .
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  #13  
Old April 22nd, 2007, 10:53 AM
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Default Re: Dud units / monsters / summons

Jazzepi,

Yes, your army setup is optimal if heavy enemy fire is expected: let the shielded infantry deal with arrows harmlessly whilst the blessed Cavalry and Flaggies wreak havoc on their ranks.

In fact my army setup is more focused on screening the real infantry (say Man At Arms) from enemy's cavalry lances, and also to save some space in both flanks for Crossbowmen and Knights Of The Chalice deployment.
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  #14  
Old April 22nd, 2007, 01:30 PM
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Default Re: Dud units / monsters / summons

Quote:
vfb said:

I don't think a Lord Warden is a terrible choice for a prophet. It kind of fits in with the whole subversion theme for Man too (bards & stealthy priests). So just build one .
All that armour will give him nasty spell fatigue, until you can forge something lighter. But I suppose one is OK.

The key to using flagellants is the astral-9 bless. Twist fate effectively doubles the number of hits they can take from one to two. This gives them longer to use their offensive punch, which is decent even without a fire bless.
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  #15  
Old April 22nd, 2007, 01:35 PM
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Default Re: Dud units / monsters / summons

Somehow it seems like a waste as you rarely need all that extra magic resistance on any sacred Marignon unit.
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  #16  
Old April 22nd, 2007, 01:38 PM
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Default Re: Dud units / monsters / summons

Quote:
Dedas said:
Somehow it seems like a waste as you rarely need all that extra magic resistance on any sacred Marignon unit.
I usually find you can never have too much magic resistance. Especially in the end game, when a mind boggling amount of magic is flying around.
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  #17  
Old April 22nd, 2007, 01:48 PM

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Default Re: Dud units / monsters / summons

I don't see that astral 9 is worth it. I mean their offensive power isn't really that good, not worth a level 9 bless to protect anyway. Remember that a good number of them are crippled and have messed up strength etc.
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  #18  
Old April 22nd, 2007, 01:57 PM
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Default Re: Dud units / monsters / summons

To me fire and maybe air (for airshield) seems to be the obvious choices for blesses. But maybe death can do some good too as they probably are many and have a lot of attacks that will hit (flails) very often. Afflictions can cripple even the best units, and the best thing is that their owner still has to pay their upkeep.
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  #19  
Old April 22nd, 2007, 01:59 PM
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Default Re: Dud units / monsters / summons

Here's another one, the EA Atlantis Basalt Guard. Powerful unit, but because it doesn't wear a helmet, it can't get the full use of an earth-bless, it's got ridiculous resource-cost, it's capital only, and doesn't even get a patrol-bonus, despite-in the description-being the "ultimate guards".

Again, like the Niefel footsoldier, neat unit in theory, in practice-not much worth using at all.
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  #20  
Old April 22nd, 2007, 02:52 PM
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Default Re: Dud units / monsters / summons

Quote:
Sombre said:
I don't see that astral 9 is worth it. I mean their offensive power isn't really that good, not worth a level 9 bless to protect anyway. Remember that a good number of them are crippled and have messed up strength etc.
Astral-9 is really cheap though.
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