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i also picked the nimue spell since it gives you a lot of free units that you can use to protect the units you actually care about or if you get good sinergies with the races she's throwing at you you might actually to try and keep them alive (i didn't so i mostly just used them as meatshields)
i finished the game on the higher difficulty, and it was hard, the angel faction actually tried to trigger a magic victory, i managed to stop and pacify him while one of my allies trigerred a magic victory himself right after, but even if that didn't happen, if you manage to grind through the angel (and its gonna be a grind he's really powerful) you should be able to take everything else down later on
also i suggest picking racial transformations that give you status and holy and fire damage resistance, he had a lot of those tier 5 shrine units and those are just guarantee of pain for you
if i had to optimize it, i'd have picked dark or feudal with unicorn mounts so my cavalry could phase into the range of his awakeners so those units couldn't nuke anyone (since they can't do it in zone of control) and would have picked the ferocious body trait (extra damage on retaliation or opportunity attacks) to go with that and just spammed tier 3 units after the early game
i'd also go for shadow affinity just to get the sleep of oblivion spell at tier 4 and use that to nuke the ♥♥♥♥♥♥♥♥ tier 5 shrine units out of existence for a bit, and if you go with the ritual canniballs you can even eat their corpse before they come back up and just straight up eliminate their best units like that with the phasing unicorns
i didn't go for unicorns in my game but still think its a good idea here
also do make teleporters, if that's something you normally ignore, don't, it will be your downfall once you're close to his territory if you don't have a outpost teleporting more armies in
And yea i forgot but i also used tome of the horde tome of the root and tome of criomancy for extra elemental damage, summonable tiver 1 units for agressive tempo early game and houndmasters truly help catch the units too, basically Just saying what people already added
Having dark as a culture really helps since you end up killing so many heroes your research and mana gets crazy with their unique building (plus the research upgrade from killing heroes in the shadow affinity tree)
They gave me a lot of useless steelshapers tho, so I had to delete them to save some econ.
Only restarted once. Hard to say if I got superlucky second time or not, but second time they didn't rush me cause of map layout.
Went for phase beast charge rush tactical strat. You don't need that specific strat, but you need something able to deepdive into enemy territory to stop magic victories with minimal losses, so a strong midgame comp able to compete with end game order units is a must. Able to fight off 6k armies and live to fight off another 6k army the next turn.
And you cant expect to tech longer than tier 3 tomes before the threat of magic victories starts to come.
I recommend either rushing phase beasts like i did, or do the good'ol zephyr archer max range strat so you can take out the enemy before they can do dmg to you. Probably some heavy defence strat with good healing would work aswell.
In any case, i rushed phase beasts as barbarian, and buffed them with everything i could find, going for alpha strike strat to completly destroy the enemy army in 2 turns before they could even look at me funny. That way my army was always healthy even when i had to go past 3 large cities of enemies to stop a magic victory. Phase beasts can also be summoned anywhere you have sight so you can quickly build up a full army on the other side of the map to stop another opponent in a pinch.
Spread outposts with teleporters everywhere, use barb scouts? I dunno thats what i did and it worked, in any case mobility is key since they are spread in every corner of the map, the moment you get a break from playing whackamole with enemy magic victories pop down your own magic victory to block further attempts and turtle in base for 15 turns.
If you got a strong mid game comp to rely on for deepdiving into enemy territory then its all about surviving the early game.
This map was incredibly fun, and I felt on the edge until the very end. Really good game.
Use spider mounts.
Mass spider scouts.
Use spider scouts to farm neutrals for Astral creatures (get the blessing for Astral Creatures upon killing units).
Trade items for mana for early game mana to maintain your Astral army.
Get the Shadow Affinity skill for 50 knowledge per level of hero kill.
Snowball and win by turn 77.
Nature is best to focus on as Turiel is weak to poison. Glade Runners with Poison arrows, projectiles of decay, and nature's wrath with get it done.
There is a lot of luck involved in map generation. Use code to reveal map when you first start and then reload you game-start auto-save to save you time until you get a map that is doable.