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marignon-la

LA Marignon, Conquerors of the Sea

Lore

"In the late era the Spanish influence is heavier than the Albigensian. Later Gothic concepts of occultism and devil worship are incorporated along with seafaring and missions abroad." – Illwinter

Let’s start with the good news: Marignon defeated Ermor. It took everything that they had, and each & every Knight of the Chalice perished in the penultimate battle, but Eldregate had finally been put to rest. The Holy Chalice itself was captured and brought to the House of Fiery Justice, posthumously completing the Sacred task. The bad news is that this required a Deal with the Devil(s); as other Kingdoms fell to Ermor, Marignon’s leaders had the Inquisition strike a bargain with infernal forces, and Blood Magic was accepted by the feudal theocracy. Marignon’s army became dependent on the Devils that the Infernal Lords supplied, especially in the face of ever-mounting Undead hordes, and the Infernal Lords themselves were called to smite Ermor after the previously-mentioned penultimate battle exhausted both sides’ forces. Marignon had thus taken on a debt that they could never repay, and anything that might placate the Infernal Lords is now permitted as long as the Inquisition oversees it. Still, blood-spilling is a lot less worrisome for Marignon’s nobles when it’s on their terms, and many of them are now looking for stuff to do. Recent advancements in shipbuilding and navigation have allowed them (and the Priests) to look to distant shores, with God, Gold, & Glory in mind.

General Overview

Sailing, Blood, and magic diversity for Cavalry is a good trade, right?

Right?

National Features

Race Military Magic Access Priests Buildings
Average Humans
High Morale
Two-handed Weapons
Expensive Heavy Armor
Good Bodyguards
fire 33 (rare 4)
blood 33 (rare 4)
air 22
water 22
astral 22
earth 11 (uncommon, rare 2)
nature 11 (uncommon)
National Summons
air 33, fire 44, fire 44air 44astral 44, death 33
Powerful (holy 33)
Good Patrollers
Inquisitors
+1 Fire Bless points.
+1 Astral Bless points.
+1 Blood Bless points.
Perform Blood Sacrifice
Standard Forts (Citadels)
Start with a Grand Citadel
Masons(Grand Citadel)

Capital Special Sites

The House of Justice The Royal Academy
Enables recruitment of:
* High Inquisitors
* Goetic Masters
* Hand of Justice
Kills Undead (25% chance)
Produces 1firegem per turn
Enable recruitment of:
* Architects
* Admirals
* Royal Navigators
Produces 1airgem2astralpearl per turn
  • The House of Fiery Justice's holiness does 10 Armor-Negating Magical Damage to roughly half of the Undead in its province each turn (Magic Resistance negates).
  • Prefers starting on a Coastal provenience.

Notable Units

FIXME General description of the units in the nations rooster, any standouts, shared qualities aka temperature, any foreign rec, what makes a good basis for planning around

Commanders

Sprite Unit Name Special Attributes Comments
Scout
25
4
1
Stealthy (50)
Mountain Survival
Forest Survival
You don't really NEED any of these guys, but it's better to have three options than to have none.
Scouts are the cheapest, Assassins have a nice niche in the form of killing people, and Troubadours give the most useful information.
Seduction isn't as easy as it used to be, and there aren't a lot of girls that'll be in a good position for you to yoink them, but again, it's a nice trick to have in your back pocket.
Assassin
60
7
1
Stealthy (65)
Assassin (1)
Ambidextrous (2)
Sailing (2,2)
Troubadour
80
5
2
Stealthy (70)
Seduction
Spy
Lieutenant
40
9
1
Your general 60ld leader.
Captain
55
22
1
Sailing (4,999) Your general leader, shipping up to 60 troops across waters.
Admiral
100
22
1
Capital Only
Sailing (6,999) You big 80ld commander, so also giving bonus moral.
Their usefulness is hampered by being limited to the capital.
Has an interesting quirk of being able to sail giant units, if you have Giant indies or summons.
Goetic Captain
65
22
2
random020%
Sailing (4,999)
He is a Captain that takes a mage turn to recruit so they can lead an additional 10 undead \ demons and 1 out of 5 are blood mages?
Still better leader of the unholy than your non-cap commander with the exception of a priest with an undead leadership bless. While saving you Gold 500 gold.
usually better to get 1 mage or 2 normal Captains.
Missionary
50
1
1
+ Foreign Rec
holy 11
Sacred
Stealthy (40)
Sailing (4,999)
Yeah, he's more expensive than your generic Scouts, but he has more utility as a Stealthy Preacher & a shuffler of troops, and you don't have to waste a Fort turn on him.
He's the closest thing you have to an expendable Commander.
Inquisitor
110
1
2
holy 22random1100% 7
Sacred
Inquisitor
patrol bonus (10)
Old Age (55/50)
Inquisitors have their Priest level doubled for the purpose of Preaching in provinces of hostile Dominion.
I can't tell you if this ability is good enough to enable you to go without Candles in your Pretender design, however.
Diabolist
65
1
2
fire 11blood 11 9 your blood hunters. Diabolist are when you can't afford Goetic Adepts.
Goetic Adept
115
1
2
fire 11blood 11random1100% 11
Chartmaker
70
2
2
air 11random1100% 9
Sailing (4,999)
Your sailing mage.
50% of them are research monkeys and can be offensive with with gems, Storm and Frozen Heart.
The other 50% are astral mages. the ability to sail grants high mobility to communion groups. Your spamable air and astral mages, don't mind suiciding them in a Magic Dual.
Plague Doctor
75
2
2
random020%
resist poison(5)
disease resistant(100)
Stealthy (40)
Disease Healer (2)
Plague Doctor (3)
Newest addtionan
They can be used ether as caretacers of your old men (lest to save slaves) or to infict deaseses on a non-patroling army.
They don't need labs to recrute and your lucky to get that nature random so you can Crystal Matrix them to add nature to your communions.
Architect
55
52
1
Capital Only
Siege Bonus (25)
Castle Defence Bonus (25)
Mason
In the late age, Citdels are standard. The benefits of Making a grand Citadel are generating more income for mages and get better walls. coming from scratch it will take 15 turns and 2250 gold to make a grand.
Judging by his immense resource cost, it seems that you pay him off with the stuff he needs for building his own Citadel.
his main use is to accelerate or decelerate the speed of sieges, especially since he gets +10 more to his bonuses than his MA incarnation.
Royal Navigator
160
2
2
Capital Only
air 11water 11astral 11random1100%
13
Sailing (6,999)
Likely to be the mage Produce most by your capital.
a more senor Chartmaker with 2 more paths, including astral. makes them a reliable basis of communions.
THis possession of both water and Air allows for the casting of troop wiping Freezing Mist spell.
High Inquisitor
210
1
4
Capital Only
holy 33random1100% 7
Sacred
Inquisitor
patrol bonus (10)
Old Age (71/50)
210 Gold is a pretty fair price for extra holy 33's. Whatever you have for your Banishment & Smite spells are pretty-serviceable in battle, not to mention the full-army Bless.
Marignon's other 4-point capital-only Mages are a lot more attractive, however.
Goetic Master
265
1
4
Capital Only
fire 22blood 22holy 11random1100%+10%
15
Sacred
Old Age (52/46)
The top of the Diabolist order.
They are better at conjuring Devils and Horrors.

Troops

Marignon's main lineup is stronger than Jomons but suffers the same weakness of lacking shields in the age of crossbows.

Sprite Unit Name Special Attributes Comments
Flagellant
Gold 10
4
5
+ Foreign Rec
Sacred
Start Affliction(75)
Despite being crippled naked men, They are excellent chaff.
with a temple and their flails, they make very spamable glass cannons.
They do lose out to other infantry as mainline expanders and line units as Flagelnts die too quickly to keep the commanders safe.
Whey works better as axillary with linemen taking the blunt while they come latter to reinforce with flails.
Crossbowman
Gold 10
8
9
Another important part of Marignon, Already ignore most enemy prot and mages can cast Flaming Arrows and Wind Guide.
City Guard
Gold 8
10
5
castle defence bonus(1) cheap Halberdier that's poorly trained but uses fewer resources.
not good except when you need siege chaff.
Pikeneer
Gold 10
20
9
The guy with a long pointy stick. Not good compared to other troop choices since dominions 5 nerfed repelling.
Swordsman
Gold 10
28
9
Your go-to troops.
Swordsman is well balanced with good Defence and attack skill while Halberdier deals more overall damage with 50% being piercing damage for greater armour penetrating.
Beware they die quickly to ranged attacks.
Halberdier
Gold 10
22
9
Castle Defence Bonus (1)
Palace Guard
Gold 20
27
31
castle defence bonus(2) Elite Halberdier.
Better protection and body armor at double the cost and extra fatigue.
Royal Guard
Gold 20
33
31
bodyguard(3) The swordsman in fullplate to bodyguard your mages.
Slow but only effective in the early game before mundane weapons stop working against assassins.
Even better a swinging and hitting with his hunk of metal but Crossbows are still too good at puncturing armor.
Hand of Justice
19
22
21
Capital Only
Sacred
castle defence bonus(2)
patrol bonus(3)
Cross Middle of Halberdiers and Palace Guards. Cap only but they have less upkeep than Halberdiers while being better a patrolling out unrest from your blood hunting.

Heroes

Sprite Unit Name Special Attributes Comments
Carmont - Cardinal fire 11astral 11holy 44 9
Sacred
Inquisitor
One of the Rare few priests that can cast Fanaticism without a communion, and he can still join one to cast Divine Channeling.
Luck into a Throne claimer and Preacher without spending 2 cap turns.
Tomaso del Monferrada - Witch Hunter General fire 33astral 22holy 22 15
Sacred
Fire Resistance(5)
Combat Caster
patrol bonus(15)
Inquisitor
Mounted
A one-off thug chassis. Can do some solo raiding with Evocation and proper thug gear. He can make good on the self-protection spells in Astral and make use of the immortality of Phoenix Pyre.
Angelique d'Armant - Heroine inspirational(1)
Mounted
Female
Massive Army leader.

Magic

National Spells

  • Holy Pyre: Evocation 4 fire 22. A situational side-grade to Falling Fires that lets some of your weaker Mages deal a lot of damage to Undead and Demons. It's also a decent alternative to Fireball in that it isn't a missile spell and thus has a much higher likelihood of hitting the enemy.
  • Contact Harbinger: Conj 6 25astralpearl astral 44 (summon Harbingerx1): LA Marginon does not get enough Astral to summon any of the Angels watching it, so consider Empowerment or design your Pretender with this in mind. As an air 33holy 22 Angel, the Harbinger is a strong and useful thug that can be wherever you need it to be.
  • Bind Harlequin: Blood 1 1bloodslave blood 11 (summon Demon Jesterx1): Gives you a "Morale-booster" for your Demons, who could also be used to counteract the -1 Morale penalty for having living and undead/demonic things in the same squad (if you somehow need to do that). Marignon has out-of-the-box Devil summoners that the Jester can keep up with, but these Devils are generally better off in their own squad anyway.
  • Heavenly Wrath: Conj 7 35astralpearl astral 33fire 11 (summon Angel of Furyx1): This one is certainly the easiest Angel for LA Marignon to summon, but it requires an ultra-rare astral 22 Goetic Master and the Starshine Skullcap for native summoning, and you don't even get Magic paths for your trouble.
  • Angelic Host: Conj 7 50astralpearl astral 55 (summon Arch Angelx1 Angel of the Hostx6): An fire 44holy 33 Angel with a big flaming sword & a small entourage of smaller big-flaming-sword-users.
  • Heavenly Choir: Conj 9 144astralpearl astral 77fire 22 (summon Seraphx1 Angel of the Heavenly Choirx9 Harbingerx3): An fire 44air 44astral 44holy 44 Angel with a large entourage of smaller angels that could be made more-useful with Divine Name; the Harbingers are Harbingers, while the Angels of the Heavenly Choir can be made into excellent Commander-Priests.
  • Reascendance: Blood 7 88bloodslave blood 44astral 11 (summon Fallen Angelx1): An fire 33death 33blood 33 Arch Angel with a Fear Aura and a more-sinister sword, this summon does a great job at breaking you into Death. Its HP is a bit low for thugging, however, especially since it can be relatively-easily counter-thugged due to having no Natural Protection & two weaknesses.

Magic Access

FIXME What magic path/mages define your nation, what can you level, e.g., thunderstriking, astral, elementals, earth buffs, blood, what is recruitable anywhere and good, what are some summons you are likely able to get and are useable

Crate communions with Blood cultist with Fire plus some Earth and astral, and Astral Navigators with their Air, Astral and Water.

The best path you can boost is blood making the 3 pure boosters to make a blood mage blood 66 if you not just empower like normal.

Climbing waster with its too boosters makes a Royal Navigator water 55 for water queens.

To grow in Earth, Air, Nature, and Astral. You have to empower with the rare gems or build a pretender to forge boosters. Summoning Troll Shamans, Ivy Kings, Troll Kings, Harbingers and or Faery Queens for magic diversity.

Fallen Angels is a national way to break you into Death, and 1 of the 5 Arch Devils can help you climbed astral if not on pretender.

Combat Magic

Communions are the Basis of your combat magic.

Navigators form lighting batteries including Storm and, Conjure Air Elementals. your army needs Arrow Fend to get them by without shields against crossbows, Though Mist, or Teach men to fly with Gift of Flight as an earlier counter. Poler to your blood mages, Water is cold magic, Freezing Mist, Falling Frost, and Frozen Hearts as an alternative to shock damage.

They also single out enemies with Mind Burn/Paralyze and Soul Slay. Body Ethereal, Battle Fortune and Antimagic make your troops tough along with Fog Warriors, and Quickening.

Your Cultist on the other side provides a flipside for your Navigators, creating Blood communions, Throwing Fire spell, Buffing with earth, sniping with blood, and conjuring Horros.

The sabbath buffs with spell-like Iron Warriors, Strength of Giants, Rush of Strength

Get anti-thug/Supercombatent Curse of Stones, Maws of the Earth, Blood Boil, Agony, Harm, Life for a Life, Magma Eruption, Call Horror, Astral Fires.

Depending on how you set up your scale or in which climate your fighting in, You can lean into Cold or Fire as your main source of AOE damage.

Ritual Magic

YOur Rituals of Summoning Devils. Starting with cultist Bind Devil, then casting Ritual of Five Gates for more divers summons. Late game conjuring Arch Devils and Heilophagus.

A use of Fire gems is Terracotta Army to replace the human element.

As a late game goal, by Blood 8 you can summon a Fallen Angel to make Vampire Lords.

Magic Items

FIXME Do you have any National items(Construction Level, Price, and required Paths). Any unique generic items few other nations can forge? What item would be useful on your unit lineup (non-standard recommend thug gear)?

Dispite being humans, You have access to a lot of good thug items for your Angles and Demons.

Evening Star, Carmine Cleaver, Frost Brand.

Helmet of Heroes and Horn of Valor grants an extra +2 from your Admiral.

Handful of Acorns or Bottle of Living Water for your assassin.

Crystal Matrix with Plague Doctor.

Boost your mage hitting power with combination Eye of Aiming, Eye of the Void, Spell Focus.

National Dicount Items

Booth had gone up in price Significantly after Illwinter Realised how busted and abusable the item actually are, At least for LA Marignon, that national Discount makes the item capable to be considered, at least more so than the even more ludicrous price other nations have to pay.

  • Soul Contract: Construction 2 72bloodslave4firegem blood 33fire 11. A situation spending most of your early Slave fonds. Conjuiring a devil in every fight.
    You have to make sure that paper stays in your possession for a long time to earn that slave back instead of summoning 10 terminate devils, or save it for vampires. Can get hard to keep when thier is a chance of being attacked by horrors and stealing that paper.
  • Lifelong Protection: Construction 4 32bloodslave blood 22. A little more reliable in getting 2 Imps at the start of the battle. They are a flying harassing option and often the Summon Imps spell is Very fatigueing and slow to cast for a user.

Strategy

FIXME do you have a game plan? Anything you should always be working toward? Any National weaknesses?

Pretender

FIXME What kinds of scales dose your nation like? Do they require any to function? Any blesses your sacreds would like? Do you desperately need an awake expander? Examples of Pretenders?

You get a lot of chassis to pick for Pretenders. Not only getting the Medditeraninan and Celtic selection but also gain chassis from the Middle America line.

Early Game

FIXME How to expand, potential pitfalls and how to get around them, obvious weakness strength, how much do you have to focus on war/infrastructure

Mid Game

FIXME what is the first big research rush, what is the first big powerspike, where do you shift recruitment to? what are the big magic diversity issues, are there particular globals you should gun for

Late Game

FIXME How do you close out the game if you are in it, is the high-level research stuff you can do uniquely well, does your nation fall off, aka do you have to force things to conclude swiftly

youtube of someone discussing the nation
guide page on steam??
forum thread or AAR

marignon-la.txt · Last modified: 2021/03/19 21:11 by joste