Malaficus Shaikan Nov 12, 2013 @ 8:58am
Favorite army and why?
Yes it is one of these topic's again.
In free game you can pick between five armies.
The realm.
The clans.
The pact.
The shaikan.
The nameless.

I like to know your favorite and why.

Mine is the realm:
Reason: dependable.
In my experiance the realm troops are very dependable.
They do what you expect nothing more or less.
Elven archers make pincushion of everyone.
Dwarven defenders keep them off my druids.
Dwarven catapults are good vs buildings.
And humans are good cannon fodder.

Only real downside is there lack of moblility.
Only two very fast units(paladin and mage) both very limeted in use.
Paladin serve mainly as raiding force and mage many as scouts.
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BoNT Nov 13, 2013 @ 1:41pm 
Realm units are quite flexible and it's their semi-flexibility and reliability that gives them the most incredible staying-power out of all five factions. Any Realm army will last twice or three times as long as any other faction and they are just fantastic to dig-in with and take advantage of their variety and toughness.

I don't think they have a lack of mobility though. A mixed force of paladins and mounted crossbowmen can inflict quite a bit of damage with hit and run tactics during mid game, I find them really useful for scouting out resource camps and ending them (though paladins are a much better defensive unit, I prefer to just use mass mounted crossbowmen). They can be quite mobile when they need to be, but they are not as great at raiding as the Pact is. Even the Clans have better utility when raiding (Shaman fireball deals a lot of splash).

As for where the paladin's uses lie, I'd say he's one of the core units of the Realm army. His ability to create ghost soldiers is exactly the reason why the Realm's army lasts so long in a fight or why they are so great at defending. They function as little meatshields and with proper micro (it's difficult in this game) you can use them to absorb most of the damage that would otherwise kill your living units. Paladins are also extremely resistant to black magic, which makes them a great unit to use against the Pact. Of course, Realm also has druids, which make them even better at holding the fight.

The elven archer is a great anti-air unit and can be quite amazing when massed, but they are otherwise pretty weak when compared to the Clans. The troll hurler unit far surpasses the archers in damage and although they take more resources and pop cap to train, it's still far more terrifying to see mass hurler than it is to see mass archer. I'm also fairly sure that those falling rocks they throw deal slight amounts of splash damage, but I'm not entirely sure. My point is, although archers are fantastic and can deal a crazy amount of damage when massed, they are also quite weak individually and can be killed off easily. Not only that, you have to pour so much of your pop cap into massing enough of them to be effective that it's the very definition of glass cannon.

If you want to inflict a ton of burst damage and you're sure they aren't using air, I'd recommend the dwarven elites instead. They have great sustained dps and their lightning bolts can easily burst a fight into your favor. Mages are great vs massed spellcasting units, like a Pact army that focuses on the dark elf or gargoyle aspects, but generally they are expensive and not really worth it.

All that being said, my favorite faction is the Clans.
Reason? They have good early game with cheap units and strong late game with their ungodly damage and CC.
Also, I don't think they get enough love as a faction. Most people play Realm, Pact or Shaikan.
Last edited by BoNT; Nov 13, 2013 @ 1:42pm
Malaficus Shaikan Nov 13, 2013 @ 1:52pm 
Originally posted by Mr_Rieper:
Also, I don't think they get enough love as a faction. Most people play Realm, Pact or Shaikan.
While can you blame us?
We get to pick between awesome army of light.
Insidues army of darkness.
Dragonblooded warriors.
The clans look like primitive savage's.
And that is a huge turn of for people like myself.
BoNT Nov 13, 2013 @ 2:42pm 
Meh, it's all about perspective. I dislike playing as Warcraft orcs or the Horde faction, but Spellforce 2's Clans faction just appeals to me. So I looked past appearances and saw the potential in the army.

Orc shamans are amazing and veterans have that staying power and are a useful anti-mounted combat unit. Archers are a good rush unit, not as great as the Realm soldier but a pretty solid unit all-round. Mercenaries are pretty weak but you can pair them with other units for an anti-melee build later, so they aren't a lost cause.

Troll hurlers, devastators and catapults. What can I say? Clans catapults may not have the raw damage of the Realm's catapult, but that fire damage sticks and stacks, they are amazing Titan slayers.

And for the barbarians, those flying units with the mass freeze is just too much. The axethrower is pretty much the only useless unit in the whole army(aside from Totems, which are also pretty useless). You'd only use them for a Clans vs Clans matchup for their frost resistance. The beserk counters pretty much every melee unit with their stun, just more CC to pile on.

This isn't to say that the other factions are bad, I play them as well. When I'm not playing Clans, I'm playing Realm or Shaikan, mostly Realm. I hardly ever play as Pact or Nameless though.
Last edited by BoNT; Nov 13, 2013 @ 2:49pm
Malaficus Shaikan Nov 14, 2013 @ 9:42am 
Originally posted by Mr_Rieper:
Meh, it's all about perspective. I dislike playing as Warcraft orcs or the Horde faction, but Spellforce 2's Clans faction just appeals to me. So I looked past appearances and saw the potential in the army.

Orc shamans are amazing and veterans have that staying power and are a useful anti-mounted combat unit. Archers are a good rush unit, not as great as the Realm soldier but a pretty solid unit all-round. Mercenaries are pretty weak but you can pair them with other units for an anti-melee build later, so they aren't a lost cause.

Troll hurlers, devastators and catapults. What can I say? Clans catapults may not have the raw damage of the Realm's catapult, but that fire damage sticks and stacks, they are amazing Titan slayers.

And for the barbarians, those flying units with the mass freeze is just too much. The axethrower is pretty much the only useless unit in the whole army(aside from Totems, which are also pretty useless). You'd only use them for a Clans vs Clans matchup for their frost resistance. The beserk counters pretty much every melee unit with their stun, just more CC to pile on.

This isn't to say that the other factions are bad, I play them as well. When I'm not playing Clans, I'm playing Realm or Shaikan, mostly Realm. I hardly ever play as Pact or Nameless though.
I like the pact.
Tobad those shadows take forever to get back into the shadow world.
zimmer550 Jan 22 @ 6:21am 
The Pact: spam ncromancers and arachnis. Those units will spam tons of skeletons and spiders, making a melee army that will make a wall against your enemies. Downside: a lot of lenya will go into producing those two units. Also, the pact towers are quite good against the nameless spellcasters. So luring them near a tower will terminate the nameless spellcasters quite fast. Also, good against shadows. The Pact in FiD is the way to go. I usually prefer The Realm, but in FiD, i'd rather have a troop spam than a qyality army.
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