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Using your infantry to create kill boxes is the best way to use Magelocks (the different golems work really well for this.) Don't group up your magelocks so if one gets zoned, another can blast them off of them. I find this much better than reloading after every shot in AoW3.
They eventually get completely outshined by the cannons and the Tier 3 skirmishers. The cannons have a built in AoE and also shoot through obstructions. The Cav Skirmishers get ridiculous buffs, a really great ranged attack, and have melee skills at the cost of being squishy without buffs.
My only complaint is the cannon should have longer range than the magelocks and their tier 1 skirmisher is too squishy to be useful at the time when you get them. By the time you get the buffs to remedy this situation, you have better tools and a much better skirmisher.
Edit: I forgot to mention but the scouts mark target ability will make the enemy rush your firing lines so make sure to use them.
Shoot-1 AP then goes on cooldown
Reload-3 AP, takes shoot off cooldown and replenishes 1 action point.
So now you got the option of having them be like a Blackmage in a leyline (FFXIV), where "as long as i dont move, im good", while still giving them the choice of repositioning and attacking.
I did pick the keen-eyed trait though so I rarely see less than 70% hit chance without the enemy having evasion or wind barrier or something similar. Add to that guided projectiles (and seeker arrows) and they snipe everything across the battlefield.
They don't need to get any closer than other ranged units, the only difference is that they can not move up and shoot. So don't. Either move up and mark targets for the next turn, or stay out of their range, send your skirmishers in (the dragoon is perfect for that as it can move back after attacking, almost as if they were designed for this) or use spells to damage (and mark) them, and make them come to you, and use up their action points on movement. The most dangerous enemy for this tactic are shock units, and they don't get their bonus damage against your mercenaries, because they have polearms.
Now to your ideas:
Magelocks are not the only unit that marks targets, and no it should not have a movement penalty. Just imagine being on the receiving end of it. Marking is not a chance, it just happens. So do you want your enemy to just apply slowed to your whole army at will?
It would be quite OP.
It already does a lot of damage and ignores half of your armor on top. You really just need to think about positioning and you will not have to reposition that often. You can also use the "Spur to Action" hero ability to give them their action points back, which lets them fire. Yes its a once-per-battle ability but what better use for it than your high damage, armor ignoring, ranged attack than can hit pretty much anything you might want dead.
That is litterally the job of the Mercenaries. Don't leave your magelocks standing alone. Any mercenary unit that is close enough can rush in and push most units away from your Magelocks, so they don't have to move and can take their shot this turn.
All of that results in T4 units getting oneshot on crit, if they're not defending; T5 die in 2-3 shots. Might be even a single crit if you stack full 5 marked on it beforehand. OFC, same Lava Burst spell will easily cleave your magelocks, but I've never seen AI use it so far. For some reason after t3 tomes they go either full debuff spells or full buff. Against player you probably will never get to such a late game though. If a player gets a couple of Lost Wizards or Mage Banes(or even 1 of both) it will be very hard to win a fight, since Wizard just easily will deal like half to 85% hp of magelock on turn 1(add a DMG spell to that and it's basically a OHKO for at least one magelock) and Mage Banes won't let you sustain magelocks with healing.
I dunno why you call Cannons better - despite having AoE they struggle with armor very hard, and barely scratch T3 units, I'm not even talking higher tiers, and bolster armor will make them even more useless. 50% Armor Pierce IS VERY STRONG against anything, especially late game, cause everything stacks fricking 5 bolster armor turn 1. They also don't get ANY race enchantments, which is absolute ass.
So, in total, YOU HAVE TO INVEST EVERYTHING into magelocks to make them strong, since you have to find units that are good at ENABLING them, since you have to delay your tome 5 just to get all the goo race enchantments, since you have to spend hero lvl points to support them as well. But in case you do, they become extremely powerful, and they can work in lategame. Early is a struggle - no buffs from heroes, no good enablers, no enchantments so probably better off having like 3 shield units(with or without hero) and 2-3 magelocks and to play very defensively.