SpellForce 2 - Faith in Destiny

SpellForce 2 - Faith in Destiny

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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Showing 1-11 of 11 comments
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, 2014 @ 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.
simon Dec 28, 2014 @ 6:09pm 
I hate you.
Zlorfik [CH] Feb 24 @ 1:09am 
In my opinion:
I find it difficult to speak about my favourite race.
I really do not like the Realm, merely because they mostly use small, one crop units. That makes them die fast and something I hate most about armies is dying of but a single soldier. Their combination of healers and tanks is what one would expect of a light race, but in my opinion they lack the ability to deal devastating damage. Furthermore, they are below average against Undead because they can really only shine against them in close combat as their ranged attacks are only projectiles (which undead shine at reducing damage of). The only human unit I'd consider useful is the Crossbow-Rider due to his piercing ability. Paladins are only good for their black resistance, which is pretty rarely useful. Mages have very low health and are only efficient against heavy casters (dmg bonus against high mana units). Their tower is below average against undead, even though it can destroy buildings.

I like the Pact because of their Stand Ground sort of ability. Combining Spiders with Necromancers makes a pretty durable defense against the average attacker. There is not much damage out of this combo yet, but then you can bring in the Gargoyles. I like Fire & Stone Gargoyles for their damage. The frost ones are inferior due to the inability to attack buildings (the Pact's weak spot imo) and occasionally enemies with too high a level to freeze them. The Pact has the bonus of using shadows as a special strike force, which can be devastating if used correctly (which I'm not good at :P). The tower is below average because it does not attack buildings and there are many units resistant to black magic.

I really like the Clan and would consider them my favourite race I guess. The Berserker is the best (tank) unit in the game imo (even better than the Blades' Destroyer) because they reflect 75% of ALL magic and stun melee attackers. The Spiritists will freeze everybody who dares to not remain charmed by their attack against the Berserker. Hurlers and Axe Throwers make the rest of the army complete; Axe Throwers against units and Hurlers against buildings & undead. The Fire catapult makes for a nice addition in sieges against enemies with many towers. The Orcish aspects can only be used efficiently against riders. The shamans have not enough armour / HP and die too fast to be lucrative. Same goes for the Trolls. They do sound nice but their attack is too slow and not rewarding enough for their short life. All in all I find the Clan really versatile because you can use the elements (Shamans, Spiritists, Hurlers) in combination with physical damage, which almost always have an option to be efficient. The heaviest draw back is the heavy stone dependancy. Their tower is okay. Kills buildings and has aoe, but is a single element, which can be bad if you face invading fire elementals.

The Shaikan is interesting to play. Their ability to upgrade their units makes them sort of versatile, but very expensive. I consider every unit (apart maybe from the spellbreakers and minions) very useful in most situations. Blademasters are good tanks or decent damage dealers (always go for tank myself). Can be used as initial blockers. The Archers are great agains many small enemies or few strong ones. The Standard Bearer can be used unupgraded and with either (or both consecutive) upgrades to have 2 mass boosts to damage. The Vanguard is a very fast and capable although expensive fighter. The Javelin upgrade can be useful if you face many fliers, because this will actually reduce their dps. The Blood mages with the resurrection upgrade makes a good healer and very powerful loss protector. They are inferior to heal capabilities compared to the elven healer just only due to their slot cost. Dragons are all very good and I like the dragonlings for their combination of melee and mass damage with fire breath. They are good building killers imo and their combination of damage, armour and health makes them the best tank & damage unit combination the shaikan has imo. The flying dragons can be devastating against large armies but really lack power against buildings and can be exhausted too fast. The blades are the least useful imo, unless you try tanking with destroyers, boost them with standard bearers, heal them with blood mages and deal damage with archers. The stone and silver cost is really high though and makes development slow, so you need to play defensively most of the times. The towers are good for the dragon tower guard. It can attack buildings and is not an arrow (undead...)

The nameless are kind of special... I like the Spike unit and the (forgot the name) thing that crawls around and shoots rocks. The rest of the units are pretty weak somehow unless you use a full force army. Also, the city development is really slow as the good units require a built altar (1000 rocks). I really like their tower though and even better if you manage to get a doombringer (or however it was called). The projectile is not that bad against undead, because it deals that high damage, that the reduction is not too bad. Also, undead with bones are usually small units with fewer HP, so the damage is sufficient.



All in all I'd say the clan is the most versatile and durable (and their units look good :P). The Realm is surely the fastest fully functional group as they only need defenders and healers initially while clan needs many stones before they are competitive. The Shaikan are really slow in development even if they have an allrounder with the dragonlings pretty fast. The Pact is pretty fast with a defensive setup with the Spider & Necromancer combo as they use few stones, but they are lenya costly which is hard to find en masse sometimes.
smeggy1384 Jun 8 @ 5:39am 
My favorite in free games is the Nameless. Works with a fresh avatar as well as into the higher levels, though i never did get beyond 25 avatar. For most maps groups of five was enough for initial raids on enemy bases with more sent to reinforce the attack or hold resource fields already cleared. Their fast move speed and low pop cost are why i prefer these guys. For anti air i have my hero and 3 companions setup as archers, and once they get the skill to shoot several enemies at once they are great verse ground armies too. If air units become a problem early on i can always fall back on spikes.
Zlorfik [CH] Jun 8 @ 7:17am 
You don't really get spikey early on... Don't you need an altar for them first? 1000 stone takes time my friend...
BoNT Jun 8 @ 11:30am 
They produce units out of their Tower structure (as in, the defensive arrow-shooting thing). I didn't realise this until I gave them a solid Free Game play to learn more about them. The Altar summons their strongest units, but you can build a fairly decent army with their basic units and spellcasters. So yeah, rush tactics are still viable on them, but they are definitely a late-game army. If they lacked one thing, it would be mounted raider-type units for scouting and hit-and-run.
Zlorfik [CH] Jun 15 @ 4:36am 
Yeah, they produce out of their tower. But have you studied tower prices? Nothing for playing very defensively... But they are strong, making the price adequate.
I don't really like the casters the Nameless have... The fire damage of the Soul Screamers seems too low (like orcish shaman riders) and you can only have 2 or 3 Soulbenders...

I do like the Spikes and the Bazuns :D The melee units just die too soon and only speed is their strength.
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