Warlock - Master of the Arcane

Warlock - Master of the Arcane

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Heisenberg Dec 8, 2012 @ 12:31pm
Armageddon
This mod is far too hard for me.
Dremors spawn too fast, I cannot face the adversity.
How do you manage ? Did you ever win ?
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Showing 1-8 of 8 comments
Lyzion Dec 8, 2012 @ 12:37pm 
I´m actually in one Armageddon game, its pretty hard in the mid phase, especially on huge maps, my tactic is rather easy, to start with, choose Arethi elves as race, and head in your capital for barracks and so on to get ther upgraded unit versions unlocked, get you 2units of master archers, with their special ability they can easilly crowd control ONE single enemy, works fine at the start but gets less usefull later cause of the amount of enemies...
mahrdol Dec 8, 2012 @ 1:23pm 
I play on impossible/Armageddon mode. I usually win most of the time. Since dremers spawn random you can get some really bad luck like 3 gates spawn on your castle early on and lose no matter what you do. Which I find that fun.



Try not to over expand. Only expand what you can defend. You also need to get elite units ASAP to fight the range Dremers. I basically turtle until I get a game changing hero/spell/Elite. There is a few spell/magic items/heroes that are game changers. Probably the most broken spell is invisibility. Game is over as soon as I get that spell. So invest in research.




The koatl starting building is really good early on. The warlocks and Hunters are great first defenders.
Catapults are 3 range. Great for busting gates. I really like the veterans of each race and usually race to build those first. Ghosts are immune to range and melee attacks and are easy to get.


Always get the clean the land and make barren lands ASAP. When a gate appears change the land on it so it won't regen.


Do not attack gates with melee. I usually put a melee unit next to the gate and just defend with it while I range the gate. The dremer brute will keep attacking my melee unit until it kills itself.


Some things I consider good to fight dremers.

Spells
Invisibility
Levitation
Summon elementals
ice trap (stun the mages and range dremers as soon as you see them)

units
Archers Helia
Liches
Elite Vampires
Old trolls





Originally posted by LeoLhermite:
This mod is far too hard for me.
Dremors spawn too fast, I cannot face the adversity.
How do you manage ? Did you ever win ?
Heisenberg Dec 8, 2012 @ 2:06pm 
ok thanks for answering and for giving advices
I'll keep trying then
Asulox Feb 15, 2013 @ 4:32am 
I agree with you, as a better than average player I really stuggle with this Mod. The Dremer terrain nerf is too powerful in my opinion, It can wreck a game early on. Short of reloading and hoping the dremer spawn randomly elsewhere it really is too hard. There is always a Dremer unit that can instakill a tier 2 unit no matter how hard you've levelled it, short of having all the special resource buffs. There is no way you can have them all at the point that the Dremer enter the game.
lakomdol Mar 29, 2013 @ 10:12am 

I am having some really hard time especially with the boss creature, i think i experienced i weird bug where creature was down 330 health but i did not attacked the next turn and then the other turn was back at full health, and it also resistant to a lot of damage and also made couple mistakes used the volcano power way to much but it hurts because of all those contaminated lands, and i really would like to have power that allows you to clean more than one land like greater cleanse land(area effect)
aaronmv Apr 2, 2013 @ 10:20am 
How do you guys deal with Dremer Anchors and their guardians? I found one with Ancient Zombies (I think that's what they were - 150HP and 50 DMG and immune to banes), and that's on top of the Anchor that also does 55 DMG. How the hell do I deal with these things?

Also - it's stuck on an island so the only real way of attacking is it by ship and flying units. Of course it's surrounded by other units and the sea is full of monsters, making attacking it a real pain.
Last edited by aaronmv; Apr 2, 2013 @ 10:21am
Mazey Apr 2, 2013 @ 10:45am 
Use a spell that raises the land. Or cast water-walking on your units.
aaronmv Apr 2, 2013 @ 10:56am 
Don't have Water Walking yet...but I had no idea that using the "Raise Land" spell can be used to create a bridge. Awesome!
Last edited by aaronmv; Apr 2, 2013 @ 10:56am
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Date Posted: Dec 8, 2012 @ 12:31pm
Posts: 8