Age of Wonders III

Age of Wonders III

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Holographic Jul 9, 2014 @ 10:15pm
How to get High tier units?
I am loving this game ,but I am in my first big game.I am fighting a guy with Juggernauts and giant flame throwers.How do I get to the high tier units.I have cities each with a different race.I am Merlin human sorcerer.I am building the upgrade buildings but I am only able to build tier 1 and 2 units.I am upgraging majic spells and heros,but with only one spell per turn I am getting whooped.Is there a place to upgrade them,$$$,or what.I dont get it.Or do I have to play the race that has machines to win. I have played a lot of civ so I get the idea but...
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Showing 1-10 of 10 comments
Twelvefield Jul 9, 2014 @ 10:34pm 
Mostly, you get higher tiers from making higher tier buildings. If you mouse over the building you want to build, a tooltip will tell you what you can expect to unlock. Some "unique" higher tier units require a combination of a unique building i.e. a forge and research i.e. Research Iron Golem. Then, with the higher units, you will need a lot of gold and mana (usually), so you will need satellite cities that just produce mana and money. EDIT: Anybody that relies on Summoning spells usually has to research the higher teir units for summonses, although you can just build units in cities like regular folks do. Summoned units often have a high continuous mana cost, so again, you're back to satellite cities that produce gold and mana only.

That's the very basics, I am sure someone more knowledgeable will fill in more of the details.
Last edited by Twelvefield; Jul 10, 2014 @ 12:41am
Holographic Jul 9, 2014 @ 10:41pm 
Thx,so for a human sorcerer,what woulf be a counter for mass juggernauts and flame tanks firing from behind a flaming stone wall for instance.Are there definite counters for units?
Last edited by Holographic; Jul 9, 2014 @ 10:42pm
Holographic Jul 10, 2014 @ 12:22am 
Ok so I summoned a bunch of units and took that sity.I think I get it noe.
Twelvefield Jul 10, 2014 @ 12:35am 
Many units have obvious counters: fire units take extra cold damage and so on. If you click on the unit and then click on its portrait, you can read detailed entries which tell the strengths and weaknesses. The same info is in the Tome Of Wonders. It takes a long time to read all of this, but after a while you will learn some powerful counters. Also, watch what the AI does, as it's usually pretty good about setting up counters to your units.

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.
Last edited by Twelvefield; Jul 10, 2014 @ 12:35am
Holographic Jul 10, 2014 @ 2:17am 
Good advise. Thx.
TheStratovarian Jul 10, 2014 @ 11:18am 
Also, recall with some units, they do not regenerate unless in certain spots or cities, machine units are very bad for this, undead the other.. You can hit units on overworld map with damaging attacks spells if you can see them to slow them down as well. They either attack you with units you can hit and kill, and dropping a tier 4 is a massive xp for the unit that did.

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.
Twelvefield Jul 10, 2014 @ 4:00pm 
Very, very nicely said.
Holographic Jul 10, 2014 @ 7:27pm 
Wow DCL thanks for the great info!! Now I have hope.
screamingpalm Jul 10, 2014 @ 7:50pm 
Rushing to T4 is actually really easy once you get the hang of it. There are plenty of players quicker at it than I am, but the basic idea is to get a builder out early and look for research resources as a priority asap to throw a city down next to. Build library etc and set to research. Enjoy hours and hours of boring end game T4 battles. :D
TheStratovarian Jul 10, 2014 @ 11:23pm 
I love to play dread, and half the fight is knowing my own units weakness.

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.
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Date Posted: Jul 9, 2014 @ 10:15pm
Posts: 10