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MM 20 with a survival is really good and lets you move to a friendly province and then attack the enemy.
And of course there's the extra magical attack, higher defence and recuperation. All really good abilities.
MR 13, too. Knights of the Chalice have 12, and Black Knights have 9. And the very high combat speed is great for attack rear (and devastating charges).
There are many ways in which Knights of Avalon are good.
Anyway, I think I am moving to your way of thinking that they don't need a bless... My big hang up now is dual wielding wardens!! That will be my next mod when I have the time!
I think you might want to make a blitzkrieg with them to avoid late game as much as possible.
With that you might want to utilize their good infantry and sacreds, knights be damned (still you can experiment with small knight troops in army for attemts to attack rearmost enemies (hopefully commanders) by flanks).
So generally you should look for a strong bless benefitting both wardens and lord wardens. Lord warden is a very thuggish unit - his descent default equipment allows you to give him only misc artefacts or just bless (use cheap monks for that or special water artefact). Main problems of lord warden warfare could be trampling units, if this units are of size 3-4 try to use enlargement artefact.
You have bards, and so you can try to take your opponents by surprise - in one turn start to instill revolts in his producrion centers with about 4 bards for one center and get several provinces with stealthy thugs.
P.S. You should always remember to utilize divine insights of their monks. Give a monk a quill and you get a 9 point researcher for 10 (10, Karl) gold per year. And, with 200 gold for temple, you need just 800 gold to raise your max dominion by one point.
1000 gold, surely?
Plus you need to defend them from raiders.
You are going to have forts anyway. Without fort, a good province for temple-monk research is where the lab was found and where is a good province defence type.
Generally the cheapness and no fort requirement of monks is a thing which should be kept in mind - they cost less then many soldiers. It gives some options in domkill attempts, and the counter to undead - demon armies. And blessing of stealthy forces on the enemy territory.
Cheap temples don't matter unless you're willing to spam them.
What if you aren't basing your strategy on knights?
Blessings come at a strategic cost... scales, mage-oriented blessings, restricting path selection, imprisonment, etc. Knights of Avalon are like weakly blessed sacred knights with none of that cost. I think that Marignon needs that bless bonus to be honest.
This is wrong. Man now has very effective combat priests, because every Daughter can join communions. This is easy H3 priests at 195g each. If you have 16 communion slaves, you can get H5's which can up all of your 25g monks to H2's. This should devastate an undead/demon army.
Yes, Marignon still has dying old men it can muster slowly from their capital that can capture thrones. That's a good advantage. I'd rather have spammable temples and Monks than Friars, however. Leadership on either is mostly just for rounding up stray troops, and even to that end twice as many Monks is more useful.
This is wrong. Marignon doesn't get more good mages at all. First of all, if you examine the effect of bigger forts versus just building more forts with cheap temples, there is not a dramatic difference. Secondly, easily half of all Logrians are useful (E2, E1N1), and the other half can be useful to a degree (E1F1 would be amazing with a communion matrix). Last but not least, every single one of your Daughters (your primary researcher) is combat ready from the beginning. Marignon can either hire clueless initiates or expensive old men to do their research, which is cleary a disadvantage.
Man's communions are far better than Marignon's. Marignon needs expensive old men for their communions, and they can die from fatigue.
I'd agree that both have workable archers. Which is better depends on circumstance.
This is wrong. Even ignoring both Monks and Owl Quills, the cost-to-research ratio for Man and Marignon is remarkably even. Marignon benefits slightly more from magic scales and that is about it.
I'd consider cheap temples at least as useful as large forts. Besides lowering the cost of Fort/Lab/Temple complexes that both nations need to make their best units, cheap temples can combat domkill neighbors and recruit useful Monks while being half the liability if raided. A strong dominion could also be turned to a major advantage with the right global enchantment.
Communions have made Man's magic much stronger and more flexible than Marignon's, who can only muster F2S1's outside of their capital.
I agree that it's a disadvantage, but I just want to put in a plug for initiates here: they are not as bad at combat as I once thought, since Marignon always has fire gems to spare anyway. They're just a hassle logistically on long campaigns because they are garbage without a fire gem, so you need a scout or something to carry gems to keep them fueled up with gems, which means that you need to make sure the scout doesn't actually Move instead of Sneak, which will get him killed and waste gems.
But emptying out a research fort in an emergency WILL add a lot of combat power to an army (via Fireballs and Fire Elementals), and emergencies are all you use research mages for anyway.
This is not clear to me with MA Man, because your research mages could actually win an entire war should you empty your forts. They don't need to burn through gems (but if they did, the bug army could be a real nightmare). As I've mentioned earlier, you can import monks to pick up the quills so that your research doesn't fall to zero.
Good point about the fire gems though. 1 gem can boost them to F2 for a battle. This could benefit Logrians as well.