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That's the very basics, I am sure someone more knowledgeable will fill in more of the details.
If you are facing masses of t4 units, there is a counter for that, which is to advance and attack much faster and stronger in the early game. The more you blitz, the easier the game gets. You shouldn't have to face more than maybe up to 5 t4's - normally less - on the entire map if you concentrate on playing fast. The more you concentrate on slow exploration and defense, the more time you give your enemy to build an economy, and economy leads to t4's, and t4's lead to death by roflstomp.
If your facing massed t4's, dont attack them, attack their economy. tier 4 is expensive in upkeep!
Earth mastery, for example, has city quake, which destroys both an upgrade and kills 20% of their population, getting in one city quake. Destroys a metropolis. You both put it under population, giving it a massive gold production penalty, let alone the damage from the population drop in gold and production. Earthquake as well. You have access to alot of flying units as a sorcerer. hitting his big units for 40ish damage, well, it hurts losing those.
Water adept, has Rot, a 10 damage, 3 bounce attack hitting machines.
Fire adept, Skin of Oil, opening up those flame immune, or resistant ones to fire damage if you have them. Fire Master, Hellfire, if you are playing with units that are near flame immune or are. (80%) or above, you can do some damage with that, just not really that much against machines, they tend to sport a decent resist sadly.
Destruction, is one of my favorites, because you can let him win, and he destroys his own infrastructure. Scorched Earth, razes a city on losing it, if you dont want to keep the city of his you took. So he has to waste 2000 population, and get the settler there too, if you have scouts out, if he doesn't have a guard with it, a simple scout can attack and kill the settler. Next, you can also blight the terrain, so even if you lose the place, he gets a massively unhappy city that he has to keep fighting with to keep.
Destruction mastery, Wreck lets your units in combat destroy machines. 40% physical vulnerability hurts.. With storm magic active, disintergrate can likely one shot many machines at full health. Especially if they are hit with physical vulnerability first.
As for class spells, well, Dread omen cuts into his production something awful. -500 morale will hurt them hugely in the money and production avenue. a scout near a city, and bam. Lightning storm works as well, most machines are going to take a 20% extra bit of damage from that on the strategic map if you needed to weaken his big guys to make him retreat and heal them.
In combat, Static electricity forces him to dispel, or just hemmorage the health of his machines. Mass Stasis, is a per round free turn for your units, if they fail. Chain lightning, is a 30 damage 4 bounce lightning attack, again, you can deal huge damage against machines this way, especially as the defender and your first turn.
I hope these can all help you countering the dread here, and see you have plenty of options, no matter what you've picked in stopping them on and off the field.
I forgot to mention, one of the air adept, or was mastery, gives +8 defense against ranged attacks, yours and his, if memory serves right. This quashes the power out of most of his army. As it has a heavy reliance on ranged firepower.
Juggernauts are pricey, and usually for hitting a heavily defended city, to really get the most out of them, you need engineers on a 1 to 1 ratio for rapid reload bombardment. tied up in melee, they hit hard, once. A fully developed city can field evenly, 4-5 juggernauts at best. This is why I said to hit him economically. you start removing big cities, and he either has to sell units int he back, where you can hit him with your access to flying units to rinse and repeat.
Between city defenders, engineers, cannons, and flame tanks, not to mention the odd extra tier 2 archers for him, he's spending most of his money on upkeep. or trying to save for improving the cities to not need anything further.
When the disjunction update goes into play, you are also likely to be able to take down his production ability with getting rid of Mana Fuel cells on the bigger cities, one of his biggest ways he can churn out one turn units. (Like Flame Tanks and Cannons)
His global spell, The Great Mobilization, is a vital link in his ability to harm everyone. Dropping that, and it does huge harm on him. He loses about a 20% stat boost to all his machines. And its a pricey spell, 600 mana. Likely many many turns to recast that, and doing nothing else caster wise.
Overall, juggernauts are mostly artillery, good artillery, but arty none the less. So long as you can tie up a unit in melee, no ranged can fire until its dead. Just be careful of his Fire broadsides ability, you don't want to tie a bunch of units to melee, unless you can take it down that turn. Just enough to ensure that he can't fire the AoE blast.
Flame tanks, are where most of the assault power from dread comes into play. Okay resists, and good hp. They wreck non-stone walls can scorch reliably over walls, and reasonably damage too. 3 flame tanks can go through a stone wall of archers very fast if they concentrate fire. And enough health to generally survive the bombardment counterfire.
There arent many good ways to deal with these, outside spells, or high experience apprentices, as if memory serves, they can stun with their volleys at the 3rd tier of experience.
Human racial units, Knights have the ability to weather a good amount of fire at 70hp, and can hit reasonably well. Flames tend to run about 20-25 points on a volley. (Or 9-11 over walls)
Making up the rest of the ensemble to face, engineers are enablers for his bigger units. Cannons can fire every round, same for juggernauts, or the musketmen. If he doesn't, well, use high health units to try and bait where you can rush in and tie up folks in melee, and they fall very fast that way.
The exception to this are the draconians, orcs, and dwarves mainly. The orcs have some very strong racial units in their cavalry (Black knights) and their Infantry (Shock Trooper), and draconians have some good higher tier infantry in their fliers. Dwarves, have Firstborn, which are flame, holy protection at 100%, and blight at 60% with good defenses, and high health.
You can win, but play sneaky, and hit him where it matters. Archmage is fun, if irking on the other side of the matchup. You do have alot going for you in being able to win this.