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报告翻译问题
Also, that's one *hell* of a hellbless. What chassis were you using for it?
I like the recruit-anywhere sacreds. A cool addition would be a third option: a shortbow-wielding sacred which would benefit from its True Sight by not receiving precision penalties under Twilight, and could then be used to win archer-duels (because enemy archers are counters to our sacred units).
The bless I chose for this nation was Magic Weapons, Fateweaving, Awe and Dread. I recruited only the glaive-wielding sacreds because the Fateweaving boosts repel-rolls, giving them another layer of defence. I struggled a bit in expansion due to my terrible scales, but in the end of the game I was able to roll over enemies using my hellblessed recruit-anywhere sacreds.
The patinated weapons need some work. The Mariner Knights deal 12 damage and a 5 + DRN AN false damage upon damaging the enemy. The problem is that 12 + DRN is not enough to get through the protection of most MA units in the game, and the ones that have low protection are often either 1) Mindless and are immune to false damage, 2) Chaff units that would have died to a conventional weapon anyway. I never recruited these units.
I suggest this rework: Change the false damage to be on-hit rather than on-damage. To avoid making them overpowered, either change the magic resist roll to be magic-resistance-easily-negates or change the damage to be 0 + a third of the wielder's strength added. That would give these units a valuable niche as anti-armor units.
I understand the intended use case for the friendly-dominion-removing spells. Choosing bad scales to power a big bless, and controlling dominion to receive neutral scales from enemy dominion.
I didn't use those because I had C'tis and Ermor in my game, whose dominions ruin provinces. There are many such dominion effects in MA, which makes these spells situational.
I like the Dubitatore unit and I used it to remove enemy dominion when advancing into enemy lands.