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Not sure if it has another effect as well, but they can often move the army slightly further by doing it that way. Depending on the campaign and what you are planning to do it can be something you have to do in order to not waste a turn (Skarbrand's Immortal Empires campaign in particular comes to mind).
Heroes have more movement than lords, use them to scout into unknown areas than rejoin the army after.
Set gunpowder units to guard mode and they will keep firing even if the front is engaged in melee.
In most of the campaigns, the free starting hero is spawned behind your lord's army, relative to the enemy "first turn battle" army. Meaning if you move him into the army first, you don't lose any movement points.
However, in some campaigns, the hero starts somewhere sideways, or in front of the lord.
Meaning that if you move him back to the lord army first, the army loses movement points.
That's why you move the lord first to attack, stop him in front of the target by pressing the Backspace key. Then send the hero to embed, and attack.
This isn't always necessary, however some campaigns are super-tight on movement range. So without e.g. Route Marcher and every step on the fastest "racing line", you may end up wasting an entire turn just outside of a city, or missing just one pixel to attack an enemy army out in the field.
This is also true for the slightest misclick, like you send your lord ahead before embedding the hero, but he's not on the shortest road, GG wasted one turn.
In practical terms: if you need to get to a certain settlement and it's barely in range of both army and hero, encircle/siege it with the army first before embedding the hero, or else you can lose the movement needed to do so.
There are also a few issues with embedded hero effects and changing to a mounted/unmounted version. The new version is technically a different unit and resets its movement pool to its unmodified limit. You can kind of see this with newly-hired high-level lords who get a mount, where they'll have movement available despite just being hired - because switching to the mounted version resets its movement flags.
This is a major problem with Increase Movement heroes because the effect only applies at the start of the next turn, but the "extra" movement is lost immediately. Multiple copies of an army-effect hero also revert to the lowest value (a recent change), even if they were listing the last-added value.
What? Been playing this game for years now, from the 1st to the 3rd, and never knew this before now :) Seems like a great option if, say, you have 2 or even 3 reinforcing armies and some of your reinforements are going to arrive in a piecemeal fashion too close to a powerful enemy and will likely be crushed.
Didn't know that neither, but it explains the mystery why I could recruit hydras in only 2 and finally just 1 turn in my last Dark elf game as I built those buildings everywhere. It seemed for me that this also affected recruitment from Black Arks too, at least for Lords outside the Black Arks recruiting from those ships.
(Note that the spell might require 2 skill points before overcasting becomes available and the overcasted version also requires more winds of magic).
Not really, because the "red line" skills and your research only specifically improve your own units.