![]() ![]() Originally posted by CrUsHeR:Thanks Iguana that was more the type of reply i expected :-) Only situation i can think of if you don't have enough movement points for a charge attack and you're really desperate to get that 1 shot in. 5-6 Engineers to reload and repair? ^ ^Īlso, how do you guys use the pistols on cavalry effectively? Point of the cavalry is to engage enemy units so your ranged units can do their work, but if you don't engage them in melee they just run your ranged units over. Then there is the army composition, basically i would want something like this:Īnd uuhm. ![]() I take it that there is no way to build a self-sufficient army like everyone else, where you put a Hero with healing skills/items and 1-2 supports to keep everyone topped up each turn?Įngineers are just awful, T1 with 30hp that need elite rank before they can even repair anything. just counting the number of towns and armies. ![]() I always abandoned the map after realizing how far i was behind compared to where i get with other classes at turn 20, 30 etc. More a lack of concept how to properly advance your empire and armies, it just seems by far the least fun and effective class. Well the problem vs the AI isn't losing against them, since you can always pay them off to prevent war. Thanks Iguana that was more the type of reply i expected :-) As human, priests are a priority and I like to have 2 in each stack. (Keep builders from a Master Guild, so with Repair Machine, behind these stacks to fix them up if they get damaged.)Įarly on, I rely on a mix of racial units (preferably cavalry) and musketeers. Not 100% optimised, but a lot of fun to use, and very effective against the AI. Seeker on cannons is amazing, though in practice I find I'm usually casting Cardinal Culling in the later game instead.Īs for army composition: in the late game, I like to field machine armies. (Albeit not as much in the case of Scales, because it's hard to boost machines' morale.) And extra gold from all cities helps your strong economy even further.įor the third choice, Air, Fire and Wild magic are all appropriate. Shield of Dispassion and Scales of Fortune both benefit ranged attackers, unlike the upgrades from other specialisations. Cardinal Culling is just amazing when you have a battery of cannons. (A minor bonus, but still better than what other races get.)įor specialisations, I really like Grey Guard mastery. Racial Governance gives you cheap settlers, even better cavalry, extra medals for all troops (allowing you to construct Gold Medal golems and musketeers in the late game) and extra ranged damage for musketeers and engineers at deity level.Human cities get a production bonus, which stacks with Mana Fuel Cells to give you amazing production early on.(Okay, this is pretty meaningless in terms of gameplay, but I think Draconian dreadnought armies just look weird when puffy sleeved musketeers walk next to naked Crushers.) Dreadnoughts fit very well with the early-modern visual style of Human racial units.You have 2 good armoured cavalry units, which benefit from pistol upgrades.Most other human units are armoured, meaning you benefit from discounts and extra defense.All in all they plug a bunch of holes in your lineup. The healing helps a lot in the early game (before you rely on machines) and the spirit damage/daze helps greatly against wraiths, reapers and allows for crowd control. Human priests heal and deal spirit damage.Engineers are great force multipliers, but it's very tricky to keep them alive. Musketeers are good units, but you can't just throw them at the enemy and expect to win like you can with Berserkers. ![]() Dreadnoughts can struggle a bit early on, because their armies are specialised. ![]()
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