![]() ![]() ![]() While it is not very durable, it has a potent ranged attack that is elemental, making it useful when dealing with Lost Souls (sucks against Wisps though). This is the unit you get from casting Raise Militia, and in our case, it is the High Elf Initiate. I will briefly cover racial units too, but most of them aren't needed. Now we get to the fun part, the units themselves. Your units are always the best in every category (except support). Generate military pressure, capture/vassalize everything, and keep rolling. Producing Gold units on the cheap is pretty absurd.Īs a Warlord, your focus is simple. Global Assault - Should the game last this long, this finisher is one of the strongest (it is my favorite). The Draft - A nice bonus to morale, but 30 mana a turn is a bit steep. One distinct advantage here is that the unit summoned uses gold for unkeep, and not mana, which means that your mana reserves don't get wiped out. Irregulars are pretty cheap, and useful in numbers, and if they killed, easily replaced. Raise Militia - Early on, this is a great way to amass units. You can hit Vassals with this to improve their income too. Keep this in mind when settling new cities. And all are passive.Īuthority of the Sword - The extra range on cities helps grab useful nodes. Affects archers too, which means your Mounted Archers can attack with melee when engaged, instead of running away. Martial Arts - +5 Defense when on the attack, which gives your units a big edge in battle. Also affects Mounted Archers, which makes them tougher than most Tier 2 units. Thoroughbred Mounts - The extra 15hp for cavalry and heroes is great. Given how little research it costs, it almost seems unfair. A 20% discount on infantry, calvary and archers makes previously pricy units cheap. War Effort - 10 extra gold per city is pretty nice. One neat aspect of this class is that most of the powerful empire bonuses are passive, without requiring mana investment, and the casting time, allowing you to focus less on mana and more ond gold, which you will need to keep a steady pace of units rolling out. You will start out spamming your irregulars to quickly expand, before rolling your heavy units. It lacks summons, and doesn't really have access to elemental damage, hence the racial choice. This class focuses on producing cheap, and very effective combat units. ![]()
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